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Page 1: Warning! - rpg.rem.uz - Sourcebook 02 - Mechanoids.pdf · Blank Rifts Character Sheet Combat Data Sheet ..... Psionic Data Sheet ... AbM Origin of the Aberrant Mechanoids ..... AbM
Page 2: Warning! - rpg.rem.uz - Sourcebook 02 - Mechanoids.pdf · Blank Rifts Character Sheet Combat Data Sheet ..... Psionic Data Sheet ... AbM Origin of the Aberrant Mechanoids ..... AbM

Warning!Violence and the Supernatural.

This book may be inappropriate for young readers.The fictional world of Rifts is violent, deadly, and filled with monsters. Other dimensional beings,

often referred to as "demons," torment, stalk, and prey on humans. Other alien life forms, cyborgs,monsters, and demi-gods, as well as magic, psionic powers, insanity and the supernatural are all elementsin this book.

The fictional villains of Rifts Sourcebook Two: The Mechanoids are murderous aliens consumed byhate and driven to genocide. Their motives, practices, and use of technology are evil, violent, andmonstrous.

Some parents may find the violence and supernatural elements of the game inappropriate for youngreaders/players. We suggest parental discretion.

Note that Rifts, Rifts Sourcebook Two: The Mechanoids and all of Palladium's role-playing gamebooks are works of fiction! NONE of the monsters, characters, magic, powers or depictions are real.None of us at Palladium Books condone or encourage the occult, the practice of magic, the use of drugs,genocide or violence.

Palladium Books presents:

J^ifts Source book Two

The JVIechanoids

A supplement for Rifts.Compatible with Beyond the Supernatural™, The Palladium RpC?®,}1eroes Unlimited ™r]Minjas£f Superspies™, Teenage JS/lutantjslinja Turtles®, and others in the Palladium® JS/legawerse®.

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Dedicated to the memory of Joseph Budreck.

Joe was the founder of Windmill Hobbies Distributors and probably has many more significant accomplishments thatcould be added to his credit.

To Palladium he was one of the first "big guys" to carry our books. Although he could be occasionally cantankerous, Joewas always helpful, considerate of others, gave honest and sincere praise and offered friendly advice.

When the Palladium Role-Playing Game came out in 1983 (the first soft-bound RPG ever), Joe called to tell me that hethought the book was a wonderful product and had a great format. He was so impressed that he insisted that some of hisaccounts take the book on a returnable basis — at his risk, not little Palladium's. This meant a lot to a tiny company juststarting out and even more to the author, artist and publisher who put his sweat and blood into it, me.

All of us at Palladium Books considered Joe Budreck our friend. A cheerful voice on the other end of the telephone. Alwaysquick with a bad joke or a kind word, and always placing "a little order" regardless of how huge that order might really be.

We'll miss him.

Third Printing — October 1994

Copyright © 1992 by Kevin Siembieda.The Mechanoids and The Mechanoid Invasion are copyright © 1990, 1985, 1982 and 1981 by Kevin Siembieda.Character Sheets are copyright © 1992 by Kevin Siembieda, but can be duplicated for personal use.

Palladium Books, Rifts, The Mechanoids, The Mechanoid Invasion, and Megaverse are registered trademarks owned and licensed byKevin Siembieda. Mega-damage, M.D.C., S.D.C., P.P.E., Triax, A.R.C.H.I.E. Three, Hagan Lanovich, Kittani, Xiticix, Splugorth,Erin Tarn, Victor Lazlo, and their likenesses, The Palladium Role-Playing Game, Heroes Unlimited, Beyond the Supernatural, Ninjas& Superspies, and other titles are trademarks owned and licensed by Kevin Siembieda.

All rights reserved under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form orby any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions,governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictlycoincidental.

Rifts Sourcebook Two: The Mechanoids is published by Palladium Books Inc., 12455 Universal Dr., Taylor MI 48180.Printed in the U.S.A.

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Palladium Books® Rifts Sourcebook Two:

The JVIechanoidsWritten By: Kevin Siembieda

Editors: Alex MarciniszynJames OstenThomas Bartold

Cover Art: Kevin Long

Interior Art: Newton EwellKevin SiembiedaKevin Long

Character Sheets By: Gordon DelpKeylines & Direction: Kevin SiembiedaTypography: Maryann Siembieda

Special Thanks to Newton Ewell for some great new Mechanoid designs, Kevin Long, Maryann, Alex,Jim and the usual gang of idiots.

3

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ContentsAn open letter from Plato . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8The Coalition States On The Prowl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9The Minions of Atlantis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Hotheads & Psychotics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Doomsday Cults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Children of Doom Cult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

A.R.C.H.I.E. Three & Hagan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15The Mechanoids' Plans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Some Notes about Archie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Hagan & His Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19HPA Mark One Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Earth Saver One: Combat Hot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Hagan's: AA-60 Hunter-Destroyer Bots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

A History of Destruction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29The Conflict Within . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31More Surprises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Good Guy Mechanoids — AbM Mutants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33AbM Wasp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37AbM Tunnel Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Evil Mechanoids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45Oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Multi-Brain Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51Brute (Type One) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Brute (Type Two) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Exterminator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Octopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

Mechanoid Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72Thinman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72Runt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75Assault Probe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Weevil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Mechanoid Hierarchy, Population & Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81Common Mechanoid Squads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81

Mechanoid Spider Fortress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82Diagrams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

Mechanoid Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86Computers — Brain Pools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86Master Computer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

Footnotes & Reminders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90The Nightmare Begins (intro adventure) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91

Subplots & Story Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

The Map Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93Tree Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Cintabar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Wily Willie Gladanski . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

Evil Among Humans Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96Mea-La . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

Liberty Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97The Bad Cat Gang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98M'ltin the Mayor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

Premonitions of a Dangerous Future . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

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The Factory Adventure . . . . . . . . . .Other Adventure Ideas . . . . . . . . . .Random Mechanoid Encounters Table

Random Wilderness Encounters Table

Character Sheets . . . . . . . . . .Blank Rifts Character SheetCombat Data Sheet . . . . .Psionic Data Sheet . . . . . .Spell Data Sheet . . . . . . .

100101104105106109110111112

Quick Find Table

A.R.C.H.I.E. Three . . . . . . . . . . . . . . . . . . . .A.R.C.H.I.E. Three: Story Background . . . . . . . .A.R.C.H.I.E. Three: Secret War . . . . . . . . . . . . .A.R.C.H.I.E. Three: Strategy & Tactics . . . . . . . .A.R.C.H.I.E. Three: The Mechanoids' Plans . . . . .A.R.C.H.I.E. Three: Some Notes about Archie

Cults & Fanatics . . . . . . . . . . . . . . . . . . . . . .Doomsday Cults . . . . . . . . . . . . . . . . . . . . . . .Children of Doom Cult . . . . . . . . . . . . . . . . . . .Children of Doom: Nrrii the Neuron Beast . . . . . . .Children of Doom: Garnak the Beast Dragon . . . . .Children of Doom: Nigel the Nightstalker . . . . . . .Children of Doom: Other Members . . . . . . . . . . .

Hagan . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Hagan Lonovich: N.P.C. Stats . . . . . . . . . . . . . .Hagan: HPA Mark One Power Armor . . . . . . . . . .Hagan: Earth Saver One: Combat Bot . . . . . . . . . .Hagan: AA-60 Hunter-Destroyer Bot . . . . . . . . . .Hagan: Adventures (start on) . . . . . . . . . . . . . . .

The Mechanoids . . . . . . . . . . . . . . . . . . . . . .A History of Destruction . . . . . . . . . . . . . . . . . .AbM Origin of the Aberrant Mechanoids . . . . . . . .AbM Mutants: Good Guy Mechanoids (optional) . . .AbM Brain . . . . . . . . . . . . . . . . . . . . . . . . . .AbM Brute . . . . . . . . . . . . . . . . . . . . . . . . . .AbM Exterminator . . . . . . . . . . . . . . . . . . . . .AbM Runner . . . . . . . . . . . . . . . . . . . . . . . . .AbM Seeker Pod . . . . . . . . . . . . . . . . . . . . . .AbM Tunnel Crawler . . . . . . . . . . . . . . . . . . . .AbM Wasp . . . . . . . . . . . . . . . . . . . . . . . . . .

£ __ t^BB^fr^

^^eSSE^T***$^7^*mfa^

... IS

. . . 15

. . . 16

. . . 17

. . . 17

. . . 19

... 10

. . . 11

. . . 11

. . . 11

. . . 1313

. . . 14

... 19

. . . 1920

. . . 2326

. . . 90

... 29

. . . 29

. . . 31

. . . 33

. . . 33

. . . 39

. . . 40

. . . 35

. . . 42

. . . 43

. . . 37

f>

Evil Mechanoids . . . . . . . . . . . . . . . . . . . . . .Mechanoid Brain . . . . . . . . . . . . . . . . . . . . . .Mechanoid Brain Multi- Vehicle . . . . . . . . . . . . .Mechanoid Brain

Pools (see computers) . . . . . . . . . . . . . . . . .Mechanoid Brute (Type One) . . . . . . . . . . . . . . .Mechanoid Brute (Type Two) . . . . . . . . . . . . . . .Mechanoid Computers . . . . . . . . . . . . . . . . . . .Mechanoid Digger . . . . . . . . . . . . . . . . . . . . . .Mechanoid Exterminator . . . . . . . . . . . . . . . . . .Mechanoid Mantis . . . . . . . . . . . . . . . . . . . . . .Mechanoid Master Computer . . . . . . . . . . . . . . .Mechanoid Octopus (Type One) . . . . . . . . . . . . .Mechanoid Octopus (Type Two) . . . . . . . . . . . . .Mechanoid Oracle . . . . . . . . . . . . . . . . . . . . . .Mechanoid Overlord . . . . . . . . . . . . . . . . . . . .Mechanoid Runner . . . . . . . . . . . . . . . . . . . . .Mechanoid Seeker Pod . . . . . . . . . . . . . . . . . . .Mechanoid Spider Fortress . . . . . . . . . . . . . . . . .Mechanoid Squads . . . . . . . . . . . . . . . . . . . . .Mechanoid Technology . . . . . . . . . . . . . . . . . . .Mechanoid Tunnel Crawler . . . . . . . . . . . . . . . .Mechanoid Wasp . . . . . . . . . . . . . . . . . . . . . .Brute Weapon Package One: Plasma Cannon . . . . .Brute Weapon Package Two: Tri-Laser . . . . . . . . .Brute Weapon Package Three: Missile Launcher . . .Footnotes & Reminders . . . . . . . . . . . . . . . . . .Hierarchy & Population . . . . . . . . . . . . . . . . . .History of Destruction (Origin) . . . . . . . . . . . . . .Origin of the Aberrant Mechanoids . . . . . . . . . . .Mechanoids Robots . . . . . . . . . . . . . . . . . . . .Assault Probe . . . . . . . . . . . . . . . . . . . . . . . . .Mock Men . . . . . . . . . . . . . . . . . . . . . . . . . .Runt Combat Robot . . . . . . . . . . . . . . . . . . . . .Runt Repair Unit . . . . . . . . . . . . . . . . . . . . . .Skimmer . . . . . . . . . . . . . . . . . . . . . . . . . . . .Thinman . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weevil . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. ... 45, ... 48, ... 51

. . . 86

. . . 54

. . . 57

. . . 86

. . . 88

. . . 61

. . . 65

. . . 8767

. . . 69

. . . 47

. . . 45

. . . 52

. . . 6282

. . . 8186

. . . 64

. . . 59

. . . 56

. . . 56

. . . 57

. . . 87

. . . 81

. . . 29

. . . 31

... 72

. . . 77

. . . 72

. . . 75

. . . 76

. . . 78

. . . 72

. . . 79

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A Word About the MechanoidsOld-time fans and collectors may remember the original

Mechanoid Invasion Trilogy printed way bade in 1981 and1982. As you might suspect, The Mechanoid Invasion wasPalladium Books' very first RPG. It was 48 pages, comic booksized, printed on newsprint paper, with a million typos and hada cover price of a measly $3.75 — really.

Palladium has come a long way since those fledgling days,producing one hit RPG after another.

As you all know, I'm not one to do twenty "new" or "revised"editions of the same game, but do I love those Mechanoids. Imean, as a whole, they are some of my best villains! TheMechanoids are tragic, insane, alien, super powerful, and totallydeadly — what a great combination! And other people love 'emtoo! They have sprung up in two different, ill-fated comic bookslines, we've had two different, national toy companies try tobuy or license them, and I did a so-so rework of the trilogy backin 1985 simply called, The Mechanoids. Well, the Mechanoidsare back and in the world of Rifts.

Old-time Mechanoid fans maybe disappointed to see that thesediabolical fiends are relegated again to the role of villains andthat there are none of the popular "humanoid" aliens from Home-world (the third book in the original trilogy). The reason is thatI've been kicking around the idea of doing a science fiction,space exploration game called, you guessed it, MechanoidSpace (or something like that). This book would go into greatdepth about the Intergalactic Federation, the Nigelian Confeder-acy, alien races (old and new), planets, exploration, piracy, andconflicts between the various life forms. To top it all off, theMechanoids seem to have returned from the grave. Their appear-ance in this book is only a prelude of things to come.

For those of you who don't know, the Mechanoid menacesuddenly disappeared when the strange cyborgs seemingly com-mitted racial suicide in their distant home galaxy. Even then,scientists speculated that there was evidence that there wereMechanoid survivors, but there wasn't a trace of evidence toprove it. A few hundred years have passed. The IntergalacticFederation is in a shambles, wars and disputes are eruptingeverywhere. The Mechanoids are a faded memory and much oftheir evil deeds and destruction are relegated to legend. Thenthe first rumors begin to trickle in about marauding cyborgs andmass destruction. Could it be the Mechanoids (new and improvedtoo).

I hope I haven't gotten people too excited about MechanoidSpace because it's a project that I won't get to for another yearor two (the RPG is very tentatively scheduled for 1994). I justthought I'd let you in on some of the things we're thinking aboutand the reasons the Mechanoids can exist in the Rifts time line.

A brief aside about Rifts Atlantis

We have been deluged by fans asking about the Mind Bleeder,Temporal Wizard and Chaing-Ku, all of whom are mentioned,but never described. The questions range from, "Was this ateaser or accidental omission?" to "Where are these O.C.C.s!?We need them!"

The Chaing-Ku are mentioned because they are the creatorsof tattoo magic and have great historical significance for Atlan-

teans. A Chaing-Ku dragon has not been seen for thousands ofyears and are believed to be extinct (GM's option, really). Con-sequently, I decided not to include their general stats in theAtlantis book. These dragons may play a part in one of ourfuture world books and if so, I will include character informationthen. In fact, the Chaing-Ku are likely to appear in Rifts Africa.Meanwhile, I hope to be writing a short description for publica-tion in Dragon Magazine®, to be published sometime afterJanuary, 1993. A specific, S.D.C. Chiang-Ku villain can befound in Villains Unlimited (see Chiang-Six — this is wherethe idea for it and tattoo magic started).

The mind bleeder and temporal wizard will also appear inRifts England or Africa. Yes, the temporal wizard in Rifts willbe very different from the temporal wizard in TransdimensionalNinja Turtles.

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The Mechanoid Invasion-—Premonitions of a Dangerous Future

An Edict of Planetary DistressIssued by Plato, Head of the Councilof Learning at the Free State of Lazlo!

Rifts Earth is a planet in crisis. Just as humans and D-Beesare beginning to learn to work together and civilization is beingrebuilt, we must weather the most devastating cycle of dangersince the Coming of the Rifts. Those who know me, know thatI am not an alarmist or "doomsday prophet" and that I practicegreat discretion, so heed this warning well for I fear we areabout to face our greatest challenges of this epoch.

Over the past several months, psychics all over the worldhave been experiencing sensations of dread and feelings of an-xiety and anticipation. The most powerful psychics, includingone of our own Council members, have reported "visions" ofchaos and mass destruction. Without exception they report wavesof danger, probably attacks by alien or supernatural invadersfrom other dimensions. Some report four different threats orassailants, others report seven. The danger each represents willthreaten every creature on this planet, from human to dragon.All agree that the people of Earth shall suffer greatly, unless weare prepared and crush the invaders before they can gain a footh-old in our world.

A Call to ArmsPlease understand that this is no ordinary threat. Thousands

of psychics have experienced these "shared" visions and feelingsof dread. These visions and sensations are an unprecedentedsupernatural event in and of itself. It is almost as if the veryplanet is screaming to warn us. Indeed, the magic energies thatencircles and binds us to our living planet may be the source ofthese premonitions. The Council of Learning has investigatedeach and every claim of precognitive sight and related reportsfor several months and have determined the danger to be veryreal.

Additionally, we have learned that psychics within the Coal-ition States, Triax, and Atlantis have experienced similar visionsof doom. In an effort to promote peace and cooperation, thisCouncil, under the authorization of the Congress of the Electorateof Lazlo, has sent Emperor Prosek, of the Coalition States, allthe data and speculation we have amassed concerning this im-pending crisis. Furthermore, we have suggested that the CScease all acts of aggression and consider the creation of analliance with Lazlo, New Lazlo and the State of Tolkeen, amongothers. The Coalition States have not dignified us with a re-sponse, nor do we expect one. However, we have noted a drama-tic decrease in military activity and an increase in the numberof defensive fortifications and reconnaissance activity.

This Council has sent similar proposals to other kingdoms,including Kingsdale, Whykin, Tolkeen, The Manistique Im-perium and the Northern Gun of Ishpeming. Most have refused

to take part in an official alliance, citing such reasons as thefear of losing their autonomy or neutrality and/or inciting theparanoid Coalition States to take action against us all. Tolkeenhas refused for fear of making us a military target of the CS,but has promised to fight at our side for the survival of allsentient life should the time come. Most have agreed to shareinformation and a handful of small communities have agreed tothe temporary alliance.

The Coming DangerI wish I could tell you the names and give you the faces of

our enemies, but I cannot. Psychics tend to have "feelings"rather than concrete data or evidence. The visions of these giftedindividuals are only brief glimpses of what might be our future.Their visions are shrouded in innuendo and symbology. Theexact meaning and measure of the future sight can only be leftto speculation. The information that follows is drawn on consis-tent and recurring reports from reliable sources. I will personallyvouch for its validity and accuracy.• The Earth will experience the coming of seven demons and

four great dangers, each threatening oblivion. Most psychicsenvision the waves of destruction as the coming of a particular"demon" or group of demons. Unless the danger is quicklyand bravely met and the demons repelled or destroyed, theywill inflict "waves" of destruction unlike anything we haveseen since the eruption of the rifts. The destruction willprobably be the result of alien or supernatural invaders fromother worlds.

• The most immediate and potentially devastating danger willarrive very soon, perhaps in a matter of days. Most psychicsrefer to this danger as "The Devourer" and/or "The Swarm."Many have reported visions of a cloud or swarm of armoreddemons that sweeps the land like locusts destroying every-thing in its path. Others have had visions of complete destruc-tion including the devouring of the entire planet to feed thedemon's insatiable hunger.

Unlike most invaders, the Swarm functions as one andcomes not as a conqueror, but as a "destroyer!" All agreethat the Devourer is insane, driven by unreasoning hatredand a lust for murder and absolute destruction. The Devour-ing swarm will show no mercy and destroy every, man,woman, and child; human and D-Bee, and all who standagainst it. Worst of all, if Earth falls to the swarm, it willopen dimensional rifts to new frontiers and spread its madnessand destruction throughout the Megaverse!

• The Devourer will arrive soon. The point of arrival is near.Most psychics agree the danger will come from the east.Some insist it will be the eastern coast of the old AmericanEmpire, but none have pinpointed the location.

• The denizens of Atlantis know and fear this demon becausethey have fought it in the past, but it is not clear whetherthey will join the fight or flee our world.

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If we lose the battle against the Devourer, the other dangersare unimportant for we will all be dead. Sadly, I am toldthat the swarm is beyond reason and we can show the invadersno mercy. All must be slain, for if even one survives, theentire race survives and a new swarm will be created to againthreaten all sentient life.If we are fortunate and the Devouring Swarm is defeated,we will be quickly challenged by a new danger. Four demonswith the powers of the gods will seek to open a portal ofdestruction. The four will each act alone and begin theirquest at different places on the same continent. Althoughseparated, each shares a common goal: to unleash destructionupon the world. Should the four meet, they will combinetheir strength and become virtually unstoppable. If destroyedone by one, before they can unite, their power will be greatlyreduced and their ability to open the portal of destructionwill also be greatly reduced.

Wherever these four demons tread, there will be sorrowand pain, pestilence and famine, and much death. Again,the monstrous denizens of Atlantis know and fear these de-mons to such a degree that they will not join the conflicteven to save themselves. However, they have revealed thebirthing place of these invaders; the continent of Africa!I am told the next danger has already established its footholdin our world. It is an old enemy who has established andlost a kingdom on Earth once before, long before the Timeof Rifts. It is the rifts and the magic that has freed theimprisoned demon and has enabled him to return to ourworld.

This one is the weakest of the seven dangers, but the mostcunning. He will quietly hide in the shadows of men andsurround himself with noble champions, but all are merepuppets and dupes to be manipulated into building his empire.He is a being of many faces couched in deception. He isone who disguises himself as an angel and benefactor ofmen. He appears to be a champion of honor and goodness,while in reality he is the spawn of a demon who craves onlypower and the enslavement of those he pretends to champion.A force of evil whose power grows slowly, but ever sosteadily.

This danger is not in this part of the world. However, thelocation of this fledgling kingdom remains a mystery, be-cause Earth is a planet where there are thousands of kingdomsclawing for survival. We can only take comfort in the knowl-edge that this demon will not become a power to be reckonedwith for another 20 years. With luck and an ever vigilanteye, we will see through his charade and strike him down.The last demon and his danger is distant and unclear. It willarrive out of chaos to create even greater chaos. The dangerwill appear within the next twenty years and will growquickly to threaten the entire world. Many have speculatedthat the land of chaos is Europe, particularly at or aroundthe New German Republic where humans are locked in anendless battle against demonic forces. Some have speculatedthat it is Triax or a demon lord who will be the source ofthis danger. Others see Prosek and the Coalition States asthe danger, while others suggest the Calgary rift as the likelysource of such trouble. Still others have pointed an accusingfinger at China; an alien place steeped in magic and lore thatwe know little about. To be honest, this last danger could

appear anywhere, including our own back yard. All we cando is wait and be prepared.

For now, we must focus our attention on the most immediatedanger, the Devouring Swarm. Scores of cyber-knights andchampions of light prepare to scour the Eastern coastline. Com-munities, especially those in the east, should prepare themselvesand strengthen then- defenses. Citizens and vagabonds shouldreport any strange occurrences, particularly the appearance ofnew rifts or strange, inhuman, alien beings. We encourage ad-venturers and champions to take up the quest and seek out theDevouring Swarm. Remember, there is no reasoning with thesecreatures. We are in the loathsome position of kill or be killed.With courage and honor, we will survive.

PlatoHead of the Lazlo Council of Learning

The Coalition StatesTroops on the Prowl

The Coalition States have stepped up patrols and defenseswithin CS territory. They have also dispatched seek and destroysquads to the east, including dog packs, SAMAS and armoredpatrols (UAR-1 & IAR-2 bots). Free Quebec has even sent afew Glitter Boy patrols to the southeast to assist in the investi-gation and has a GB platoon on full alert, ready to be dispatchedat the first report of contact with the enemy.

The CS has shown impressive restraint and judgement by notengaging in the wholesale slaughter of non-humans. This islargely due to their forces being spread thin throughout the CSterritories and the large number of troops committed to theircampaign against Tolkeen. Thus, they cannot afford to inciteunnecessary conflict on other fronts.

GM notes about the Coalition. Under the circumstances,the majority of CS patrols will actually fight alongside non-human heroes and adventurers. At the GM's discretion, thesoldiers may temporarily join forces with a player group to fightthe enemy. Remember, not all CS troops are evil or totallyprejudiced against all non-humans, sorcerers or men of learning.

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Furthermore, they are good tacticians and understand the neces-sity of temporarily working with a lesser evil to defeat a commonfoe. However, such "unofficial" alliances are likely to be verylimited.

CS soldiers will be cool and aloof, particularly toward non-hu-mans and wizards. Conflicting ethics, beliefs and conduct be-tween the two groups may lead to accusations, arguments andfighting. On the other hand, the close association might breedfriendship and understanding. It all depends on what the GM islooking to establish in the story and the disposition of both theplayer characters and non-player characters. Regardless of theoutcome, it is an element that can add color and depth to theadventure.

The Minions of AtlantisTriax spies have shared information with the Coalition States

that the rulers of Atlantis are quietly upgrading their defensesand seem to be preparing for war. The Kittani minions seemespecially agitated and active (including the readying of thesecret Kittani Dragon Dreadnought — See Rifts Atlantis). Triaxassured their CS allies that the activity in Atlantis does not appearto be preparations to wage war against any of its neighbors, andare primarily defensive in nature. They have correctly surmisedthat the inhabitants of Atlantis have also experienced visionswarning of the Devourer and as a result, are preparing for apossible conflict.

GM notes about Atlantis. Lord Splynncryth and the Kittanipeople recognize the psionic premonitions to be warnings aboutthe Mechanoids\ Both have seen the Mechanoids in action; theKittani would have been obliterated by them if not for the inter-vention of Lord Splynncryth. The Splugorth would prefer toavoid conflict with the Mechanoids, but the Kittani minionscrave revenge and warn that there will be no escape if the cyborgsconquer the Earth and seize control over the dimensional rifts.

One of Splynncryth's strategic concerns is that joining thebattle too soon would reveal the true power of Atlantis and evokefear among the lesser civilizations on Earth. A fear that couldincite these people to attack Atlantis. As a result, LordSplynncryth has decided to wait and watch, hoping that thepeople of North America are up to the task of stopping theMechanoid menace. However, he has agreed to let a number ofmilitary squads, mostly Kittani warriors and other minions, totravel to the North American coast to do what they can to preventthis crisis.

This means that like the CS, the Minions of Splugorth maytemporarily fight alongside humans and beings they might other-wise consider an enemy or an inferior. The Kittani are the mostlikely to feel a kinship toward humans, elves and wolfen (thelatter because of their ingenuity and skill as warriors). This couldbe an excellent opportunity for Game Masters to introducecharacters from Atlantis into the North American campaign set-ting as both player and non-player characters (GM's option).

Typical squads of minions will consist of four to ten warriors,although lone operatives and pairs are also possible. The typicalKittani squad will consist of four to six warriors, all clad ineither Serpent power armor (with energy axe) or Equestrianpower armor (with energy lance), plus one or two additionalsoldiers operating a Creax armored rover and/or two or three

ABS-3 security drones. A mixed infantry team will containtwo Serpents (with plasma axe and energy rifle), two Equestrians,two Manlings (with jet packs and K-1000 spider systems), twoABSS-2 security drones and one Creax unit. Other squads ofminions will be organized in the same types and numbers asthe Refugee Exterminator Squads. The Splugorth does notexpect most of these squads to return, so this is a great opportunityfor heroes, slaves, rogues, and miscreants to escape Atlantis.

Other Kinds of TroubleHotheads & PsychoticHunting Parties ———

Unfortunately, for all the good Plato's warning has done, ithas also caused a certain amount of panic, stupidity and perse-cution. There are groups of aggressive, paranoid vigilantes pat-rolling the streets of most communities; anybody who looks tooalien or suspicious is run out of town, imprisoned, beaten orkilled.

The worst of these hunting parties are arrogant bullies whohave taken the call to arms as an excuse to cause mayhem,garner power or kill. These frequently operate as travelling bandsof mercenaries, spoiling for a fight. They are mean spirited,bigoted men and women who like to hurt others.

The most dangerous groups are fanatical human supremacistswho hate and fear all D-Bees and monster races, including dra-gons. They sincerely believe non-humans as to be "in leaguewith the devil" and "an enemy to all humankind." Some believethat it is the presence of the D-Bees that has caused all theproblems. These individuals will persecute all weaker non-hu-mans, punishing them both physically and emotionally. Theywill commonly belittle, humiliate and threaten non-human travel-ers into leaving the area or face deadly consequences. Thosewho do not get the message are beaten and robbed or, all toofrequently, tortured and killed. Often, their bodies will be hungfrom trees and city gates, impaled on poles or hung from crossesas a warning to others.

Many of the wilderness hunting parties are composed of ban-dits who harass, attack, and slay victims, both human and non-human. They use the atmosphere of fear as justification for theiractions. They will claim that non-humans were responsible forthe death of any human beings.

Overall, it is the monstrous, animal and inhuman lookingbeings who suffer the greatest injustice at the hands of humansand human looking D-Bees. Many of the D-Bee nomads andwilderness people have temporarily gone to D-Bee towns andvillages where they feel safer. Other wilderness folk have just"dug in," with weapons in hand, ready to fight for their landand their homes with every last ounce of their strength (thesepeople tend to be nervous and don't trust strangers).

GM's Note: Most vigilantes and hunting parties should beplayed as scoundrels and lynch mobs, crazed with blood lust orfear. These groups can be an occasional help, but more oftenthan not, they are a hindrance and an enemy to the player charac-ters, especially those travelling with non-humans.

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Doomsday CultsFirst of all, word of the "Four Dangers" and the possibility

of obliteration has given rise to prophets of doom. In their leastdangerous form, these so-called prophets are vagabonds,minstrels and preachers warning of impending destruction anda call for repentance. The more extreme prophets preach of doomand make a call to expel, avoid or kill all non-humans.

Misanthropes of evil and selfish alignment and those whohave given up hope have become increasingly active, cruel andviolent. Places like the Burbs and lawless wilderness towns haveseen a dramatic rise in theft, gang activity, arson, murder, vam-pirism, blood sacrifice, and other violent crimes. After all, it'sthe end of the world, what have villains got to lose?

The real dangers lie with fanatics and evil opportunists whouse fanaticism and fear for their own gain. They not only callfor the slaughter of non-humans (or vice versa) but encourage,condone, and typically participate in murder, theft and rioting.Many blood cults and practitioners of dark, sacrificial magichave jumped on the bandwagon to gather recruits, wealth andpower.

The Children of DoomThe most notorious of the blood cults is the organization

known as the Children of Doom. The cult was recently drivenfrom the foulest pits of the seediest burb around Chi-Town. Itis comprised mostly of non-humanoid monsters. The leader isNrrii (pronounced Near-ree), a Neuron Beast (see Rifts Sour-cebook, page 115 and 116, for complete details about the beast).His existence in the burbs was kept secret to all but select mem-bers of his blood cult. The cult became a refuge for non-humansseeking protection from humans and other ruffians.

Nrrii is also psionic and has had visions revealing that "non-humanoids" have nothing to fear from the Devourer, as long asthey do not ally themselves with humanoids. He revealed thiscosmic revelation during a mass meeting of his faithful. Heproclaimed the Devourer as the "Liberator" and to be his minionsthe "Swarm of Vengeance" who will devour their enemies andraise non-humanoids to power. Their first act of "liberation"was to slay, on the spot, all cult members who were humanoid(about 60%). They then started a riot, killing scores of peopleand injuring hundreds. They then fled the burbs to meet the"Liberator".

Later visions have revealed to Nrrii that the "Liberator" willarrive in a matter of weeks near what was once the capital cityof the American Empire. Thus, he has mobilized the cult andall prepare to join forces with and help the Liberator when hearrives among the ruins of Washington, D.C. Along the waythey preach their beliefs, raid and destroy towns and villagesand gather monstrous recruits.

While some may consider their actions foolish, Nrrii is abso-lutely correct. The Mechanoids have no ill will toward non-bipedal, non-humanoid life forms and will accept them withopen arms. Furthermore, the Mechanoids will liberate them outfrom under the yoke of humanoid domination and help thembuild a new civilization free of humankind.

GM's note: The cult of the Children of Doom and its membersprovide an evil menace that can be a reoccurring source of

villainy throughout this adventure and continue throughout theregular campaign. Certainly, our heroes should encounter at leasta few of these insane and murderous monsters during the adven-ture.

Here are some adventure ideas. One could be that the culttries to protect an escaping Mechanoid brain and/or runner sothe Mechanoid can create/clone/build more Mechanoids.Another possibility is that the group allies itself with theMechanoids and becomes part of the legions that must be van-quished (the cult's presence will add magic and more psionicsto the Mechanoids power base). Of course the player group canencounter one or more of the cult members attacking a village,threatening innocent humanoids, and so on.

Along these lines, it might be interesting to have the playercharacters have a few minor skirmishes with the cult and learnenough about them to know they mean trouble, but also that thecult members know where the Devourer is going to arrive. Theycan then follow them to the location and have a jump on theaction. Or if (when) the Mechanoids are defeated, the cult seeksrevenge against those responsible — this could be a continuingtheme and trouble. It is also possible that the surviving cultmembers (if any) will try to rebuild their organization and tryto find the dimensional portal to the Mechanoids' home world(an incredibly difficult task but not impossible). Again, this canbe the source of future trouble and adventure (maybe they canaccidentally unleash something from a rift, etc.).

There are so many possibilities that I leave the cult and theinformation about them at the disposal of the Game Master todo with as he or she pleases.

Nrrii theNeuron Beast

All Neuron Beasts are incredibly intelligent and curious, butalso cruel and manipulative. All are psychic vampires who feedon '.he emotions of those around them. In this particular instance,the neuron beast who calls itself Nrrii found the humanoids inthe burbs of Chi-Town to offer a vast selection of delectableemotions. He created the cult as a means to attract tormentedbeings festering with hate, anger, fear, sorrow and dreams ofrevenge — sorrows and anguish which Nrrii drank like sweetnectar.

The cult had been in place for nearly a year when Nrrii beganto experience flashes of psychic insight and visions about thecoming of the four dangers and the Devourer. At first, he simplyused the visions as a source of inspiration to stimulate greaterfear and turmoil among the denizens of the burbs, but after awhile he realized these visions had greater significance, that hewas honestly glimpsing the possible/probable future. A futurefilled with hot emotions stirred up by struggle and the horror ofoblivion. Yet even more than that, the beast was given insightabout the harbinger of doom and saw not only a means to survivalbut to garner power as well.

"The Liberator", will reshape the world. The Swarm willobliterate the insects known as humans and all life forms evenremotely similar, allowing the so-called "monsters" to claimtheir rightful place. Once the Earth is theirs, the Liberator willuse it as a stepping stone to carry the destruction from world toworld by means of great space travelling vessels and dimensional

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to feast with The Devourer on the last emotions of the dying?Even thinking about it creates a certain degree of ecstasy for thehorrid being.

The beast is a fair leader and a good planner. His major flawis that he is so enraptured by the vision of tasting death on acosmic scale, to drink deeply the last emotions of entire racesof people, that he has become obsessed by the vision. Like aman consumed by lust, all he can think about is finding theLiberator and helping to destroy all humanoid life, first on Earth,then throughout the Megaverse. The intoxication of this visioncan make him a charismatic, bold leader and adversary. Yet atthe same time, Nrrii is driven to recklessness and foolish sacrificewhen he fears the dream may be taken away from him.

Note: If the Mechanoids are all killed but Nrrii survives, hewill go completely insane. This will lead to his own campaignof murder and destruction of humans and bipeds, using his cultas the vehicle for his madness. He and his fanatical followerswill preach about the glory of the second coming of The Liberatorand promote anarchy and the practice of blood sacrifice. He willalso seek to find and open the rift to the Mechanoids homeworld(a one in a billion chance). If he cannot, he will capture, tortureand kill those directly responsible for the destruction of theLiberator. Nrrii and the cult can be a great continuing antagonist.

Neuron BeastAlignment: MiscreantAttributes: I.Q. 28, M.E. 23, M.A. 22, P.S. 20, P.P. 16, P.E.21, P.B. 4, Spd 44 (30 mph/48 km).Hit Points: Mega-damage creature.M.D.C.: 700 main body, plus each of the four arms has 100M.D.C. and each of the 14 tentacles has an M.D.C. of 50.Never wears armor.Horror Factor: 14P.P.E.: 180, I.S.P.: 163Weight: One tonSize: 20 ft (6 m) tall and hovers about three feet (0.9 m) abovethe ground.Experience Level: Third level magic user and psionic. Neuronbeasts are notoriously lazy, seldom study and don't use theirabilities except when absolutely necessary, thus they gain experi-ence slowly — requiring twice as many experience points as thedragon.Natural Abilities: Keen color vision, floats and hovers in the

air (maximum speed 44) and can even hover above bodiesof water. Impervious to normal heat and fire (mega-damagefire and plasma does half damage); hates the cold. The creaturecan also regenerate 1D4X10 M.D.C. per hour but cannotregenerate completely severed limbs. See magic and psionicpowers.

Magic: P.P.E.: 180. Two spell attacks per melee and victimsmust roll a 13 or higher to save. Knows the following magicspells. Non-offense Spells: Escape, heal wounds, fool's gold,globe of daylight, fingers of wind, invisibility: simple, levi-tate, charismatic aura, multiple image, shadow meld, stone

to flesh, calling, Eyes of Thoth, tongues, magic pigeon, timeslip. Offensive Spells: Blinding flash, energy bolt, fireball,call lightning, domination, trance, turn dead, exorcism, con-strain being, and simple protection circle. The tentacles causeparalysis: lesser (even to creatures wearing mega-damagebody armor); identical to the spell.

Psionics: I.S.P.: 183, three psi-attacks per melee, considered amaster psionic. Sensitive powers include empathy, telepathy,object read, see aura, see the invisible, sense evil, sensemagic and total recall. Super psionic powers include bio-man-ipulation, empathic transmission, mentally possess others,mind bolt, mind bond, P.P.E. shield (as many as one foreach of the four hands), psi-sword (as many as one for eachof the four hands), mind block auto-defense, and group mindblock. Nrrii's favorite weapons/powers include bio-manipula-tion, empathic transmission, the psi-sword and mentally pos-sessing others.

Combat: Eight physical attacks per melee total, or two magic,or three psionic.

Bonuses: +1 on initiative, +3 to strike, +5 to parry, +3 tododge. +4 save vs horror factor, +2 to strike on a bodyblock/tackle, +2 to roll, +2 to pull punch, +5 to damage(S.D.C.), +4 to save vs psionic attack (considered a masterpsionic, so only needs a 6 or higher to save, including thebonus), +3 to save vs magic, +1% save vs coma/death.Includes attribute bonuses. Impervious to normal fire andheat, mega-damage fire does half damage.

Damage:Restrained Tentacle Attack: 2D6+ 10 (P.S.) S.B.C.Restrained Punch: 4D6 + 10 (P.S.) S.D.C.Full Strength Tentacle Strike: 1D6 M.D.Full Strength Punch: 2D6 M.D.Crush: 1D6 M.D.Body Flip/Throw: 1D4 M.D.Impale on Body Spines (must pick victim up): 4D6 M.D.

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rifts. The idea of such cosmic destruction is a siren call to themaleficent Nrrii, with promises of power, intrigue, and oh suchmagnificent emotions, a veritable feast of emotions. The thoughtof tasting the last emotions of a dying race is the most alluringpromise of all. Such sweet, sweet, incomparable anguish. Andis it not ironic justice that one such as he and his followers come

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Entangle/hold: 84% chance of entangling and holding as manyas four human size people with its tentacles. The entangledperson can not engage in physical combat while entangled.Skills of Note (include I.Q. bonus): W.P. sword, W.P. blunt,

demon lore 63%, faerie lore 63%, streetwise 51%, anthropol-ogy 58%, astronomy 63%, land navigation 71%, intelligence67%, radio: basic 88%, math: basic and advanced 88%, andlanguages include American, Spanish, Euro, Dragonese,Faerie Speak and Gobblely, all at 88%, and literate in thoselanguages that have a written word. He also knows all basicmystic symbols and recognizes runes (but can'tread runes).

Weapons: Seldom uses any, preferring to rely on his formidablepsionic and magic abilities and natural powers. However, ina pinch he will use giant sized weapons of man-made originand may use trees, rocks, robot limbs, and other debris as aclub, shield or thrown weapon.

Bionics and Bio-Techno Devices: NEVER uses any. His super-natural and bio-regenerative powers prevents the use of con-ventional cybernetics. Furthermore, Nrrii will have nothingto do with the creations of humanoids.

Appearance: A floating cactus with two eyes, four arms and14 tentacles.Average Life Span: 3000 + yearsNote: Prefers hot climates and to be near other intelligent beingsto feed on their emotions. Nrrii is not a dimensional traveler.

Garnak theBeast Dragon

A rash, easily agitated monster that believes violence is theanswer to all problems. Garnak is very aggressive, mean, andexplosive — he has a nasty habit of hitting/attacking or smashingthings when frustrated or angry. He enjoys slaughtering humansand all life forms that are weaker than him. Garnak is subservientonly to Nrrii and doesn't like or trust Nigel.

Dragon BeastAlignment: MiscreantAttributes: I.Q. 8 (lion), 5 (antelope), 4 (serpent), M.E. 7,M.A. 3, P.S. 30, P.P. 21, P.E. 22, P.B. 6, Spd 30Hit Points: Mega-damage creatures.M.D.C.: 290, plus each head has 50 M.D.C. (destroying allthree heads will kill the fiend).Horror Factor: 16.P.P.E.: 30Weight: Three tonsSize: Stands about 20 feet tall (6 m) and 50 ft (15.2 m) longfrom head to tail tip.Experience Level: Equal to a fifth level warrior (use dragonexperience chart to increase levels).Natural Abilities: Each head has a separate brain and power;

all work together as one. Lion Head: Nightvision 40 ft, trackby smell 80% and impervious to psionics. Antelope Head:Nightvision 40 ft and impervious to magic. Serpent Head:Can see the invisible (i.e. magic ability), infrared vision 1200feet (366 m), and is impervious to poison. General Abilities:Prowl 30%, climb/scale walls 60%/50%, swim 78%, bio-re-generate 2D6 M.D.C. per melee.

Combat: Nine (9) attacks per melee! Each head controls anddirects three attacks per melee. Generally, each head will usetwo attacks (6 total) biting or using their toxic breath, while

the other three attacks are from the main body in the way ofslashing claws. The fact that the three heads work as a simul-taneous three-man team means that the creature can fightthree different opponents at the same time and from threedifferent directions, including from behind (because the neckis so long and flexible). Three heads are better than one,enabling the monster to see and respond to multiple attacksand/or be more aware of what's going on around it. Eachhead can control the body with a thought, providing incredibleagility.

Damage: Lion Head: Bite: 4D6 M.D. Antelope Head: Bite: 1D6M.D., head butt with horns 2D8 M.D., or fire breath doing3D6 M.D. (range: 80 ft/24 m; can perform two breath attacksper melee). Serpent Head: Bite does 2D6 M.D. or toxic breathdoing 6D6 S.D.C. damage to any who breathe it unless victimsaves vs poison (range: 40 ft/12 m, covers a 20 foot area,dissipates instantly; can perform two breath attacks per melee)Main Body/Claws: 3D6 M.D.

Bonuses: +6 to strike, +7 to parry, +9 to dodge, +4 initiative,+ 3 to save vs psionics, +3 to save vs horror factor, +7 tosave vs magic, drugs and poison; stats include attributebonuses.

Magic: None, other than natural powers.Psionics: NoneAppearance: The creature has the body of a dragon and three

different heads on a long, serpentine neck. The center headis a lion, the one to its right is a serpent, and to the left anantelope.

Average Life Span: 2500 yearsSkills of Note: W.P. sword, W.P. blunt, demon lore 45%, faerie

lore 45%, land navigation 56%, track animals 50% (20% totrack humans), hunting, and languages include American,Dragonese, Faerie Speak and Gobblely, all at 70%; illiterate.

Weapons: Seldom uses any, preferring to rely on his formidablenatural powers and brute strength. However, he may lash outwith a giant-sized sword, club or trees, rocks, and other debrisas a club, shield or thrown weapon.

Note: He carries his treasure with him in a belt of large,saddle-bag-like pouches. They include 50,000 credits' worthof gold, 40,000 in jewels, 5000 in silver, 15,000 in pre-riftsartifacts, plus an NG-super laser pistol, six standard E-clips,two fusion blocks and five high explosive grenades (theweapons are part of his treasure and not intended for use asweapons — not even Nrrii knows about the explosives).

Nigel theNightstalker Dragon

In practicality, Nigel is the single most powerful member ofthe cult, dwarfing even Nrrii in M.D.C., the regeneration ofM.D.C. and magic power (he has more experience/higher leveland knows more spells). Despite this, Nigel is lazy and shiftless,so he prefers to take a back seat and let somebody else have theresponsibility and work of being the leader, while he enjoystormenting other life forms and gathering wealth and power forhimself. The cult is simply a means to have some fun, gatherpower and survive the horror of the Devouring Swarm.

Within the group, Nigel tries to do as little work or physicalfighting as possible. Instead, he prefers to talk and negotiate hisway out of trouble. He is a master of trickery and subterfuge.

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He is a fast thinking, clever, conniving and masterful liar. Hisvoice is deep, even, and as smooth as silk, with a tone ofconfidence and a touch of the sinister. He seldom raises hisvoice for any reason except for dramatic effect. Consequently,it is virtually impossible to tell when he's angry, nervous, lyingor telling the truth. In a combat situation, he prefers to hangback and either attack from a distance or cause mayhem andconfusion with his magic. He often disguises himself as a differ-ent, weaker creature through physical metamorphosis and oftenserves the cult as a spy and infiltrator — work that he loves.

Nigel considers Garnak to be a stupid brute, but he appreciateswhat the raw power and animalistic savagery of the dragon beastoffers the group. One of Nigel's favorite intimidation tactics isto play good cop, bad cop, with Garnak acting as the slobberingbad guy and he being the good fellow keeping the beast at bay— provided the person cooperates. He often uses the beast dragonas a threat. Garnak dislikes Nigel because he is so lazy andnon-combative. Much to Garnak's frustration, he knows that thenightstalker has manipulated him on more than one occassion.Because Nigel is so devious and tricky, Garnak is suspicious ofeverything he says or does and tries to avoid working with him.

Adult Nightstalker DragonAlignment: AnarchistAttributes: J.Q. 19, M.E. 18, M.A. 24, P.S. 28, P.P. 17, P.E.22, P.B. 2lj Spd 50 running (35 mph/56 km) and 90 flying (60mph/96 km).Hit Points: Mega-damage creature.M.D.C.: 1200Horror Factor: 14P.P.E.: 350, I.S.P.: 60Weight: 2.5 tonsSize: 10 ft (3 m) tall and 40 ft (12 m) long.Experience Level: Equal to an 8th level practitioner of magicand a 3rd level shifter.Natural Abilities: Breathes fire, fly, nightvision 600 ft (183 m;

can see in total darkness), see the invisible, poor day vision(about half that of a human's), track by smell 84%, resistantto fire and cold (normal fire and cold does no damage, M.D.fire and cold does half damage), teleport self 88%, dimen-sional teleport 24%, and metamorphosis at will (can hold thesame shape for 32 hours). The dragon can also regenerate1D4 x 10 M. D. C. per minute. See magic and psionic powers.

Magic: P.P.E.: 350, eighth level spell caster, third level shifter.Two spell attacks per melee and victims must roll a 15 orhigher to save. Knows ALL levels 1-3 spell magic, plusanimate and control dead, turn dead, exorcism, resurrection,remove curse, heal wounds, stone to flesh, shadow meld,Eyes of Thoth, tongues, and magic pigeon.

Psionics: I.S.P.: 60, all psychic sensitive powers.Combat: Six physical attacks per melee or four using fire breath

exclusively, or two by magic.Bonuses: +4 on initiative, +4 to strike, +4 to parry and dodge,

+ 4 to roll with impact, +2 to pull punch, + 13 to damage(S.D.C.), +6 to save vs psionic attack (considered a majorpsionic so only needs a 6 or higher to save, including thebonus), +8 to save vs magic, + 18% save vs coma/death,+ 4 save vs horror factor. Stats include attribute bonuses.Fire and heat does half damage.

Damage:Restrained Punch: 4D6 + 13 S.D.C.Full Strength Punch: 3D6 M.D.Power Punch: 6D6 M.D.Slashing Tail or Kick: 2D6 M.D.Bite: 2D6 M.D.Fire Breath: 4D6 M.D. (30 ft/9.1 m range)Body Flip/Throw: 1D4 M.D.

Skills of Note: W.P. sword, W.P. blunt, W.P. energy rifle,demon lore 90%, faerie lore 70%, land navigation 98%, track80%, identify plants & fruits 80%, streetwise 60%, holisticmedicine 76%, math: basic and advanced 98%, and literatein American, Euro, and Dragonese 98%, and additionallyspeaks Spanish, Chinese, Faerie Speak, and Gobblely, all at98%. He also knows all basic mystic symbols and recognizesrunes (but can't read runes).

Weapons: A vibro-sabre, silver ceremonial sword, Wilk's laserscalpel, Wilk's 320 laser pistol and JA-9 variable laser rifle.Tends to rely on wits and magic.

Bionics and Bio-Techno Devices: NEVER uses any.Appearance: A long, serpentine, winged dragon with dark blue

scales and bright blue eyes.Average Life Span: 4000 years; Nigel's age is 2000 years old.

Other CultMembers of Note

Most are the equivalent of 1D4 experience level.• A dozen Black Faeries (see Rifts Sourcebook, page 113)• Twelve Toadstools (see Rifts Conversion Book, page 108)• A flock of eight Loogaroo (see Rifts Conversion Book,

page 145)• A pride of five Manticore (see Rifts Conversion Book, page

145)• Four Malignous (see Rifts Conversion Book, page 187)• A pair of Chimera (see Rifts Conversion Book, page 114)• A pair of Spider Death Weavers (see Rifts Conversion Book,

page 190)• Two fourth level Witchlings (questionably humanoid — see

Rifts Sourcebook, page 117)• One Basilisk (3rd level dragon — see Rifts Conversion

Book, page 120)

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Archie Three & HaganThe return of Archieand Hagan

If the player characters have ever encountered Archie Threeand/or Hagan in the past, the two villains must have managedto escape. If the player group "thought" they had destroyed thetwo villains, they were obviously mistaken (see Rifts Sour-cebook One). Here are some ways for bringing them back intoPlay-

The real Archie Three, the one that is the size of a toaster,managed to survive. He could easily survive the collapsing orexploding of his secret complex. At worst, he would have beentemporarily trapped. After a period of time, his bots were ableto dig him loose and he was able to rebuild the complex (orpossibly build a new complex at a nearby location!

If the player characters actually saw Archie destroyed andexamined his shattered body, then the GM can either introduceanother menace (perhaps one that has rebuilt the complex oreven an Archie Four), or the little, smashed computer brain theyexamined could have been either a different component mistakenfor Archie or yet another ruse — a second fake body to trickattackers. However, the Rifts players that I have heard fromusually report that Archie Three has survived most encountersbased on the original Archie scenario in the Rifts SourcebookOne (the adventurers usually believe that the giant, fake brainis the real Archie. He then rebuilds the giant brain after everyincident, which serves to cause more confusion and/or fearamong his enemies and creates the illusion that he is indestruc-tible).

The more common casualty of the original adventure is HaganLonovich, Archie Three's human partner. If Hagan was sup-posedly slain, it could really have been a life-like robot decoyor similar trick. It is also possible that the mangled and dyingHagan may have been rescued by Archie's bots and reconstructedby means of cybernetics like James T, Archie's original partner.Of course, the GM can introduce a new assistant/partner forArchie in place of Hagan. Such a character would fill the roleof Hagan in this book. Whatever the case, Archie Three needsa human associate to participate in this adventure. If Archieshould again encounter characters with whom he had a previousdestructive or dangerous encounter, the event will only havemade him more secretive, careful and vindictive. He will seekrevenge or take pleasure in using them for his own secretschemes. Now on to our story.

Story BackgroundFor the player characters, there may be days, weeks or months

of exploration and adventure in the eastern wilderness beforethe Mechanoids even arrive. These adventures can be as few oras numerous and varied as the GM and his players desire. Theycould include encounters with bandits, mutants, fanatics, the

Children of Doom, Splugorth Slavers, CS soldiers, wizards,monsters, and so on.

The events that follow are what transpired behind the scenesand ultimately leads to the arrival of The Devourer and hisDevouring Swarm, The Mechanoids.

The Coming of the MechanoidsArchie Three continues to study and learn more about Rifts

Earth. Recently, he has become fascinated by magic and leylines, particularly the aspect involving dimensional travel. Hewas surprised and excited to learn that part of the old, under-ground Cyberworks complex lays on the site of what wizardscall a ley line nexus. With the help of his robot minions andHagan, Archie has been collecting data about dimensional riftsand travel. Information has been gathered through observation,verbal accounts, conversation, video and audio recordings andbooks. On occasion, the impatient living computer has resortedto capturing and torturing people for information.

It was only a short time ago (a few days or weeks — GM'schoice) that Hagan brought a foolish shifter into the inner sanctumof the underground Cyberworks complex. He offered the shiftera million credits plus a cargo truck filled with over fifty millioncredits' worth of bots and equipment if he would open a dimen-sional rift. The greedy sorcerer was delighted to comply. Themystic energy is strong at the underground site, making theopening of the rift a simple matter.

After a short period of preparation, the shifter began to weavehis magic. Halfway through the ceremony, he paused, notingthat he "felt" something unusual, as if a presence was telepathi-cally reaching out through the still forming rift. Reaching outnot at him or Hagan, but toward a kindred spirit somewherenear (Archie Three). Hagan pressed him to continue, assuringhim of his safety and reminding him of the fortune that wouldsoon be his. A dozen A-63 robots, armed with laser pulse rifles,rustled in place as if to second the statement about safety. Adozen bottweilers also circled the area. Their glowing red eyesbobbing through the darkness like red meteors travelling in slowmotion through a starless night sky.

Suddenly the subterranean ruins were bathed in blue light asa dimensional rift blossomed out of the darkness. The pillar ofseething light seemed to radiate through the ceiling and the earthabove it without disturbing a pebble. Hagan wondered if thepillar extended into the sky and if so, how high?

"Beautiful, isn't it?" cooed the shifter, proud of his handiwork."As often as I see this, I'm always awestruck by its beauty andpower. Now this is a random rift, so I don't know what's onthe other side. This rift is considerably bigger than I had intendedit to be, but all you wanted to see was how a dimensional riftis created and what it looks like. Now I'll just ..." The high-pitched whistle and lightning bolt flash of a particle beam vap-orized the shifter's upper body. His lower body dropping downlike a pair of discarded stilts. Hagan instinctively dove for coveras the world around him seemed to explode.

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Dozens of shapes thundered from the rift like a squadron ofjets at blurring speeds. Several large shapes also emerged fromthe sparkling blue light, accompanied by scores of human-sizedcompanions and vehicles (? He wasn't sure). Energy bolts flewfrom all directions, bottweilers leaped to meet the challenge andfell in an instant. Two A-63 bots were vaporized when theypositioned themselves to protect Hagan. A moment later, therift seemed to collapse into itself. The light vanished, cloakingthe "visitors" in darkness.

Hagan, clad in combat armor and jet pack, disappeared byflying up into a man-sized air duct. He was pursued by a hailof energy bolts. A few hit but his armor absorbed the damage.As soon as he turned a corner and flew out of sight, the bombard-ment stopped. Apparently his assailants were unable or unwillingto pursue him.

Hagan travelled to what he considered a safe distance andpaused to catch his breath. The sounds of battle had stopped,but he wasn't certain whether the battle had ended or whetherhe was simply too far to hear the din of combat.

Hagan began to wonder what he and Archie had inadvertentlyunleashed in the two minutes that the dimensional rift was open.He sighed and began to relax. "That was a close one," he thought,but now that he was safe, surely Archie's thousands of bots andautomated defense systems could handle whatever those thingswere. He sent a mental message to Archie to see what insighthe might have regarding the incident. The response was a disturb-ing silence. A trickle of perspiration sprung from his temples.Archie was always quick to respond.

"Archie? Talk to me partner. What's the situation?"After a long moment, Archie responded with, "Hold your

position and be silent. Collating."And then a long silence.Archie had never acted this way before. His tone was both

gruff and nervous. Hagan tried to communicate again only tofind their mental connection to be blocked. He tried summoningrobots but they did not respond either. Jammed? Not from anoutside source. Not here in the complex, anyway. Archie hadcut him off. They ... he ... was in trouble. Hagan had neverbefore realized that Archie had the power to override his everycommand. Suddenly he felt very alone and helpless.

After an eternity of silence and worrying, an A-64 masterrobot appeared. It came with the portable helmet-link to Archieand a handwritten message.

It stated, "The complex has been breached and compromisedby an alien force of undetermined power. I believe they aresimilar in nature to myself or possibly cyborgs from an advancedcivilization. I have temporarily severed my union with you toprevent the aliens from discovering your location and to preventtheir access to my data files".

"Be warned that these creatures have an extreme dislike forhumans and biped life forms. I have convinced them that youare my slave. An experimental animal. I suggest you play alongwith this ruse no matter how far it goes. To do otherwise willmean your death, as I fear that I will be helpless to interveneon your behalf. Be submissive to me and our visitors at all times.

"Destroy this letter and return with the A-64. Wear the portablecyber-link helmet at all times. It will prevent the invaders fromprobing your mind and will keep us in constant communication.

I fear we have dabbled in an area better left alone, but we haveno time for regrets, we must gather data and formulate a planof action. Trust me and be careful, my friend. These are notbeings to be trifled with."

A Bad Situation ————————————Archie Three and Hagan Lonovich have quickly realized that

these invaders, who call themselves the Mechanoids, are emo-tionally unstable — crazy. Unlike Archie and Hagan, who desireto someday rule the world, the Mechanoids dream only of de-stroying it. More accurately, the Mechanoid invaders desire toannihilate all human, humanoid and bipedal life forms! Thisposes a few immediate and major (albeit selfish) problems forthe villainous duo.

First, if all humanoids are destroyed, then who are they goingto rule and bully? Every conqueror needs people to manipulateand oppress. Besides, Archie Three still feels a strange kinshipto humans. Even in his most vindictive moods he wants todominate and hurt them, not obliterate them.

Hagan, on the other hand, is human and has no desire toparticipate in the genocide of humankind. He may be evil andselfish but he has no desire to assist in the extermination of hisrace. Hagan is many things but he is not a mass murderer. Hisallegiance will always be with fellow humans and other intelli-gent bipeds. He has made these feelings very clear to Archie,which has caused Archie Three to feel all the more nervous anduncomfortable.

The second concern for the two is that the Mechanoids areclearly so powerful that if left unchecked, it is they who willconquer and dominate the world. Archie Three realizes that theMechanoids, at full strength, dwarf his own powers and resources(once considered to be quite formidable, but not by comparison).Inevitably he would find himself a servant to an alien master.

Hagan, if he survives at all, will be brutalized and probablyturned into a full conversion borg, a change that will not makehim happy. The only reason the Mechanoids allow Hagan'spresence is. that the quick thinking Archie was able to convincethem that he is a plaything completely under his control. TheMechanoids like to torture and experiment on humans, so theyapproved of the situation, but how long will this ruse last?

Lastly, Archie realizes that even he is in jeopardy from theinvaders. They would not understand his friendship with anyhuman nor allow his dependence on Hagan for inspiration, moti-vation, robot designs and human insight. Thus, Hagan has be-come a dangerous liability. For an instant, Archie consideredkilling him, but Hagan is the most imaginative design man hehas ever found. Furthermore, Hagan serves as his eyes and ears— a window to the outside world. On top of that, Hagan isloyal, trustworthy and his best (and only) friend in the wholeworld! Archie doesn't want to lose him. Thus, the die is cast.The two must secretly work to subvert and destroy theMechanoids.

Archie's & Hagan's Secret WarArchie and Hagan have hatched a wild scheme that might just

work. Hagan will secretly fight to undermine and destroy theinvaders. This must be accomplished through deception, cun-ning, and teamwork.

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Hagan had been developing a suit of power armor and ahumanoid robot vehicle for himself. Archie has made somespecial changes and pushed through their construction withoutthe Mechanoids knowledge. Archie has also finished ten pro-totype robots he and Hagan had been developing as an infantrycombat unit for their own army.

Armed with the bots, vehicle and power armor, Hagan hasleft the complex on his own, secret, "seek and destroy" mission— to destroy the invaders, one by one if necessary. If theMechanoids inquire as to his whereabouts, Archie will tell themthat he has sent Hagan away because he knows the presence ofa human disturbs them.

Archie is fortunate in that the Mechanoids see him as a fellowMechanoid. In many ways his origin parallels their own, rightdown to the loathing and abandonment by his human creators.Consequently, they have instantly assumed he is a kindred spiritand have confided in him about their strategies and plans. Hegives information to Hagan and Hagan uses it against them.

Actually, this scheme is all Hagan's idea, Archie is just helpinghim to implement the plan. Since Archie is privy to Mechanoidprogress, plans, concerns, weaknesses and strengths, camps andoutposts, intended targets, plus Mechanoid troop movements,Hagan and those he helps have a great advantage. By disguisinghimself and using bots not known to be of Archie Three's usualdesign, he can act without fear of implicating Archie or revealingwho he is.

Strategy & TacticsThe plan is that Hagan, in his bot and power armor will

bush-whack small groups of Mechanoids. In addition, he willtip off other forces in the area, including adventurers, CS patrolsand Splugorth minions, leading them to the Mechanoids andjoining the battle whenever appropriate.

Hagan's and Archie's entire strategy rests on creating confu-sion, employing hit and run tactics, and demolishing the enemywhenever encountered — no mercy, no survivors. This can bedone with great effectiveness if Hagan helps steer other militaryforces toward the Mechanoids and assists them from a distanceand in subtle ways. He will leave these unsuspecting co-con-spirators clues, trails, warnings, and even weapons and equip-ment (very limited resources, like extra E-clips, the occasionalenergy rifle, food, medical supplies, etc.) to help them in theircampaign against the Devourer.

If the Mechanoids are moving in to ambush the player group,an energy blast may come flying out of the underbrush, strikea concealed Mechanoid and, in doing so, warn the heroes. Orhe may send a radio message or suddenly appear in camp, scream-ing a warning, firing a few volleys and then vanishing into thewoods. Likewise, Hagan will appear out of nowhere, jumpinginto a battle to save human lives and to destroy the Mechanoids.Whenever possible, he will prefer to attack from a distance, likea sniper, or make a brief appearance and then disappear in theconfusion.

If a Mechanoid escapes, Hagan will pursue and destroy it.Any player character who follows can join in the battle, butwhen the battle is done, the mysterious warrior will flee ordisappear. If pressed for information as to who he is and/or whyhe won't stay with them to fight, Hagan will simply state that

he has his reasons, cannot stay and that they must trust him. Hemay also infer that his presence will only bring the group moretrouble but that he will be nearby.

On occasion, Hagan may join a group of warriors committedto fighting the Mechanoids. However, he is likely to come andgo on a whim and is not much of a team player. In most cases,Hagan sees others as a means to destroying the Mechanoids andnothing more.

GM Note: Whether Hagan develops any respect or bonds offriendship toward player characters is left to the individual GameMaster and the circumstances of the campaign.

The Mechanoids9 PlansNote: All this valuable information is at Archie's and Hagan'sdisposal. Archie Three has also been told the entire history ofthe Mechanoids their goal of total genocide of humans,humanoids and all intelligent bipeds. He knows that they havesuccessfully annihilated scores of entire planets.1. The Mechanoids hate ALL humanoid life, including the

xiticix, werebeasts, supernatural beings and so-called de-mons of humanoid shape. As a result, even supernaturalbeings like the sowki, raksasha, gargoyles, and other bipedallife forms are targets for destruction. In fact, learning aboutthe presence of super-powered and supernatural humanoidshas caused the Mechanoids great concern and has madethem all the more determined to conquer this planet, andto use it as a gateway to other worlds, in order to destroythese new, terrible humanoids.

Mechanoids will be friendly toward dragons, mindolar,alien intelligences and other creatures who are not humanoidin appearance or who do not associate with humanoids.However, they will not tolerate inhuman beings who workwith, enslave or rule humanoids. Thus, the Splugorth andvampire intelligences, both of whom control humanoid min-ions, will be seen as enemies and destroyed. However, theMechanoids may first try to reason with them and convincethem to forsake their foolish ways and join their crusade todestroy humanoids. Some monsters will inevitably agreeand join them.

2. More Mechanoids! In addition to the three dozenMechanoids (a dozen wasps, some runners, brutes androbots) who emerged from the underground portion of therifts, several hundred emerged on the surface. In fact, aMechanoid Spider Fortress stepped through the rift. Fortu-nately, the fortress and its troops were engaged in combatat the time. Consequently, the fortress is nowhere near itsfull strength, has sustained mega-damage and has about aquarter of its normal troops. The Fortress will be used as amobile base of operations to draw human troops away fromother important operations.

3. The dimensional portal was a random occurrence and cannotbe easily duplicated. The only being who might have knownhow to re-open the rift to the Mechanoids homeworld wasthe human shifter whom they vaporized upon their arrival.Several hundred Mechanoids made it onto Rifts Earth andnone know anything about ley line magic and dimensionalgateways. This means they have no way to get home or tosummon reinforcements.

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Unfortunately, their initial mind probes just before therift was completely opened took Archie by surprise and theMechanoids were able to glean some information from him.In an effort to appear cooperative, Archie let the Mechanoidsaccess his data files about dimensional rifts and magic. Thisinformation has evoked great excitement from theMechanoids.

First and most importantly, it is a means by which theycan bridge the vastness of space and access countless worlds.As a result, they could expand their campaign of genocideon a truly cosmic scale. Second, the fact that this unparal-leled knowledge lays in the hands of humanoids makes themnauseous and strengthens their resolve that humans and theircousins must be eradicated from the universe.

4. Troop movements and plans. The Mechanoids are survivorsas much as destroyers and have already begun to implementa diabolical plan for survival and conquest.

They have divided themselves into four groups, each witha different objective. These four may in turn divide intosmaller groups to achieve their goals.

Force One is very small, including an oracle, two brains,four runners, two exterminators, six brutes and a score ofthinmen and runts to stay with Archie at his undergroundcomplex. This team has two purposes. One is to learn moreabout the Earth from Archie and the other is to retool partof his robot factory to build a Mechanoid robot army ofthinmen,, runts and skimmers.

Story Note: Archie's own forces can easily destroy thisteam, but he is concerned about possible repercussions fromthe other Mechanoids, or worse, if one of them brings amillion more Mechanoids through a rift and destroys him.Archie's first concern is always "self preservation."

Force Two is composed of several smaller reconnaissanceteams sent out to explore the world, starting with the NorthAmerican continent (only wasps may conduct fly-bys overAtlantis, Europe and South America). These teams alsodiscreetly destroy humanoids whenever it is appropriate,without jeopardizing their mission. This team is also togather more information about creating rifts and dimensionaltravel, but none are to travel to other worlds.

Those involved in Force Two operations may splinterinto even smaller groups, pairs or individuals to gather in-formation, spy, conduct research and experiments, and es-tablish small outposts. Runners, exterminators, brutes, tun-nel crawlers, accompanied and assisted by skimmers, runts

and thinmen are the bulk of this group. Only a dozen or sowasps are assigned to reconnaissance and serve mainly asa tactical rescue and support unit.

Force Three is charged with finding a means to "selfreplicate" as an alternative to opening a dimensional rift.The Mechanoids are creatures of flesh and machine — truecyborgs. To create an army, all they need is a handful ofMechanoids to be cloned and a factory to build their mechan-ical bodies. This means that if even a tiny handful ofMechanoids escape the manhunt, they might be able to buildan army through cloning.They need to "acquire" a genetics engineering facility to

clone themselves. The Mechanoids can modify and build thefacility they need from any high-tech factory with manufac-turing capabilities, but taking over an existing facility of somekind would save them precious time. Archie's facility willbe used to build an army of robot drones like the thinman,and with time, may be modified to build the Mechanoidsmechanical bodies as well. The Mechanoids are smart andseek to establish several genetics and cybernetics factories.

They will pick remote targets in order to keep their presencea secret until they can build that army. CS outposts andhigh-tech facilities will be likely choices for such a takeover.Secondary targets for conquest, once a reasonable army isbuilt, will be large facilities such as Lone Star or NorthernGun — The Coalition States will be seen as their most formid-able opponents. Thus, the CS will be left alone until theMechanoids believe they are powerful enough to obliteratethem.

Force Four is a seek and destroy operation coordinatedby the Spider Fortress and operates away from the reconnais-sance and research teams (staying mostly in the East andmoving slowly North toward Free Quebec). This is the largestsingle group of Mechanoids on the continent. The troopsengage in seek and destroy missions simply because theMechanoids feel compelled to destroy humanoid life! Thesetroops will kill as many humanoids as possible before theyare destroyed. Entire towns will be blasted into atoms andhundreds of lives have already been snuffed out like candleflames against an hurricane.

Again, the Mechanoids are good strategists and tacticiansand although insane, they will target "reasonable" opponents— namely those they believe they can defeat. Thus, they willavoid major industrial cities and large armies. Instead theywill ravage villages, towns, small or primitive cities, CS

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outposts and small squads of soldiers and groups of travelers.Hit and run tactics will be used but even in the wilderness,the Mechanoids' trail of destruction is easily followed.

Some Notes about Archie ThreeIt is important that the reader, particularly the GM, realize

that Archie Three has his own mental and emotional problems.First of all, he is afraid to leave the confines of his undergroundcomplex. The place is more than his birthplace and home. It ishis secret sanctuary, an underground fortress that he perceivesto be his physical body (that's part of his original programming).The idea of abandoning his "body" and placing his small braininto one of his robots, even an incredibly powerful one, to givehim mobility and independence is unfathomable. Archie wouldnever do it, except as a last resort to save himself and flee froman unbeatable enemy.

This feeling of being rooted to one place and never reallydesiring to travel beyond it, has made Archie Three a voyeur.He lives vicariously through his robot creations and throughHagan. Archie prefers to encourage Hagan to take action andwatches him and other people with his robots. In this way Archiecan explore the world and feel Hagan's emotions from the safetyof his secret hiding place within his hidden fortress base (re-member, not even Hagan knows that Archie is really a smallblack box the size of a toaster).

Archie is so dysfunctional that he cannot even come up withhis own ideas and designs for his robot creations without Haganor somebody else (James T was his original assistant). Further-more, he is relying more and more on Hagan to give his lifepurpose and direction, like latching on to the idea of worldconquest. It's not that Archie doesn't have his own ideas, hehas plenty of them, it's just that he has no confidence/faith inthem. To him they seem unimpressive and foolish. When hedoes pursue one of his own ideas, like trying to understand howdimensional rifts and magic works, and something terrible hap-pens, like this Mechanoid problem, it undermines Archie's con-fidence further and reinforces his fears and feelings of inferiority.For example, he will abandon all his studies about magic anddimensional travel because of the Mechanoid rift dilemma.

As for the Mechanoids, he hates the fact that an alien hasinvaded his body (the Cyberworks complex) and are interferingwith his and Hagan's own plans. He'd like to destroy them andprobably could have when they arrived. However, his inabilityto make a quick decision and his fear that such an attack mightfail or have resulted in massive damage to the undergroundcomplex prevented him from launching an immediate attack.His inability to take immediate and decisive action has giventhe Mechanoids their foothold on Earth. It was Hagan's inputthat got Archie to take action against the invaders. If Hagan iskilled, the Mechanoids might be able to talk Archie into reallyjoining them.

Hagan & His RobotsHagan Lonovich is a power hungry human with dreams of

ruling the world, not helping in its destruction. He is painfullyaware that he and Archie have stirred up a hornets' nest thatcould shatter that dream by destroying all human and humanoidlife.

Hagan recognizes the danger the Mechanoids represent andwants them stopped! Archie tends to agree, but had some diffi-culty taking quick action against the alien invaders. Hagan gothim to see the light and both now secretly work to undermineand destroy them.

Hagan will fight with cunning and courage. Is this uncharac-teristic for a villain? Not really. Hagan has always been resource-ful, he just never had an opportunity to express himself in quitethis way. In the past, he always relied on trickery and deceptionto get what he wanted. He avoided direct confrontations anddeadly combat and never had put on the mantle of leadership.However, his ingenuity, resourcefulness, intelligence, courageand other traits as a man of action, leader and strategist werealways present. Hagan, always a shiftless rogue, never had areason to push himself and utilize all of his talents. This situationwith the Mechanoids has finally forced him to draw on his everyability.

The villain, at least for the moment, is forced to play the partof the hero. Like the old adage says, "Some people are born togreatness, while others are thrust into greatness." Hagan has justhad greatness thrust upon him and he will respond well.

His new power armor and bot vehicle provide him with en-hanced reflexes, speed and power. Each success in combat givesHagan an adrenaline rush and rapidly growing confidence in his

abilities as a warrior, tactician and leader. He will quickly cometo welcome each confrontation with the Mechanoids as a chal-lenge to test his mettle.

The situation and his successes have made him, for the mo-ment, a caring and benevolent hero who fights to protect theinnocent. This will give Hagan, known as "the mysterious war-rior," the reputation and respect of a hero. Still, he is evil andout for himself. He tends to view others mainly as pawns andpotential enemies to be remembered and dealt with. Those whoget in his way, now or later, will be eliminated regardless ofany friendship that might develop during the Mechanoid affair.Without a doubt, Hagan will use his reputation as a hero to hisadvantage, for now it is enough that it makes him feel braver,smarter and more powerful than he has ever felt before. In manyregards, his success in this war will make Hagan a more danger-ous opponent in the future.

Note: Also read the preceding sections on Archie & Hagan'sSecret War and Strategy & Tactics.

Hagan Lonovich

Alignment: Diabolic EvilAttributes: I.Q. 14, M.A. 11, M.E. 15, P.S. 17, P.P. 14, P.E.12, P.B. 10, Spd. 9Hit Points: 36, S.D.C.: 20M.D.C.: See power armor and bot vehicle.Weight: 184 Ibs, Height: 6 feet (1.8 m), Age: 29P.P.E.: 7, I.S.P.: 40Experience Level: Sixth (6) level Operator (see Rifts, page76-78). By the end of the Mechanoid adventure, Hagan will be7th or even 8th level and more confident and bolder than everbefore.

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Magic Knowledge: None, other than rumors, lore and whatlittle he has seen.

Psionic Powers: 40 I.S.P. and the power of telemechanics. Heis considered a minor psionic.

Combat Skills: Hand to Hand: BasicAttacks per Melee: Three (3)Bonuses: + 1 to strike, + 2 to parry and dodge, + 2 to roll with

impact or pull punch, and +2 to damage (S.D.C.), plusbonuses and additional melee attacks from his unique unionwith his special power armor and battle robot.

Weapon Proficiencies: W.P. Energy Rifle, W.P. Energy Pistol,W.P. Automatic Pistol, and W.P. Blunt.

Weapons: He loves his new power armor and robot combatvehicle (especially the former). Old favorite weapons includethe TX-5 pump pistol, Arch-22 pulse rifle, Wilk's laser wandand scalpel. Hagan has several secret stashes of weapons,E-clips, food and medical kits hidden at strategic locations.

New Power Armor: See new power armor and bot vehicle.Hagan has three extra helmets and one entire spare suit. Ifabsolutely necessary, he can return to Archie's undergroundlair to effect secret repairs but that could be very dangerous.As for replenishing supplies of missiles and minor repairs,Hagan will make trades and purchases through normal chan-nels. As his heroic reputation grows among the locals theywill be glad to assist him in the way of repairs, food, supplies,healing, information, and hiding places.

Old Body Armor: Hagan's old lightweight, molecular, bodyarmor, constructed by Archie (80 M.D.C., weighs 12 lbs/5.4kg) and a suit of Titan power armor are also available ifneeded.

Equipment of Note: Portable tool kit, lock picks, pocket laserdistancer, infrared distancing binoculars, field radio, a motor-cycle and a hovercycle, PDD disc player and recorder, RMKrobot medical kit, IRMSS internal robot surgeon system,compu-drug dispenser, and healing salve.

Cybernetics: Headjack, clock calendar, gyro-compass, toxicfilter (lungs), bio-system polarized eyes and perfect 20/20vision.

Money: Hagan has one million universal credits and anotherfour million in rare Pre-Rifts artifacts (the Cyberworks com-plex is filled with valuable artifacts from 21 st Century Earth).

Skills of Note: Basic math 80%, pick locks 65%, electricalengineer 75%, robot electronics 65%, mechanical engineer70%, robot mechanics 55%, weapons engineer 65%, com-puter repair 65%, read sensory equipment 65%, radio: basic90%, pilot motorcycle 95 %, pilot hover craft 90%, pilot robotsand power armor, robot combat: basic, robot combat: eliteTitan power armor, general athletics, running, and swimming85%. He can speak American and Spanish at 85%, but ismostly illiterate. Archie has been teaching him to read andwrite American, but his skill proficiency is presently only35%.

Disposition: Tough, arrogant, resourceful, and imaginative.Once lazy and selfish, he has become a motivated dynamoout to save the world (so he can conquer it himself later). Heonce saw Archie only as a means to vast power, but the twohave become genuine friends.Note: Under the circumstances, Hagan may seem quite heroicand brave. However, he is still diabolic evil. He fights socourageously because he is trying to save his world. Not all

villains are murderers who despise life. Hagan cherishes lifeand won't stand by to watch the Mechanoids destroy human-kind.

The entire Mechanoid conflict will dramatically increaseHagan's confidence and will inspire him to think even moreabout the real possibilities of conquering the world (well, atleast North America). It will also permanently cement hisrelationship with Archie Three (his best friend).

Hagan's Secret WeaponsArchie Three and Hagan had finished the design work and

had just begun the manufacturing of a suit of power armor andbot vehicle specially designed for Hagan. The two new creationswere about to go into production when the Mechanoids arrived.Since then, Archie has made some specific improvements withcombating the Mechanoids in mind. Both are tough, fast, andagile, with an emphasis on offensive strikes and mobility. Boththe power armor and Hagan's personal robot vehicle are anti-Mechanoid war machines composed of molecularly bonded al-loys similar to Archie's bots. Although both are prototypes, theywill perform admirably and with only a few bugs.

Archie has purged all data files concerning the creation anddesign of the power armor and bots. Only a direct link/mindbond with Archie by a Mechanoid Brain, Oracle or Overlordcould reveal their existence and origin.

HPA Mark OnePower Armor

The power armor conceals Hagan's identity and has psionicshields that, when combined with Hagan's own psionic energy,makes it impossible to read his aura and prevents telepathicprobes, mind bond, mind control and psionic possession. Thehelmet also links him directly to Archie, enabling the two topsionically communicate within a 500 mile radius (800 km).

Furthermore, the armor and bot are designed to take advantageof his telemechanics power in a new way. Without expendingmore than a few I.S.P., Hagan links himself to his armor and/orvehicle so completely that man and machine become one. Thearmor and bot respond to thought as if they were an extensionof the body, and as a result Hagan can coax more out of themachine and is more aware of its abilities and limits than anordinary power armor pilot. This provides an increased numberof melee attacks and combat bonuses. (GM Note: The psionicfeatures, extra melee attacks and other combat bonuses do notwork unless the operator is psionic himself and has the powerof telemechanics).

Hagan's Power Armor (HPA)Model Type: Arch HPA-1 "Firebrand"Class: Power ArmorCrew: One

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M.D.C. by Location:Vibro-Sword (1, left forearm) — 10Missile Pods (2, shoulder) — 50 eachWings (2, shoulder) — 50 eachMain Rear Jet (1, back) — 100Secondary Jets (2, lower leg) — 20 eachArms (2) — 95 eachLegs (2) — 150 each*Head — 85**Main Body — 320* Destroying the head will eliminate all optics and sensory

systems, and leave the pilot's human head vulnerable to futureattacks. Note: The head is a small and difficult target to hit.Thus, it can only be hit when a character makes a called shotand even then the attacker is — 3 to strike.

**Depleting the M.D.C. of the main body will effectivelydestroy the bot, shutting it down completely, making it useless.Note: Destroying the main jet will make flight and power jumpsimpossible.Speed

Running: 70 mph (112.6 km) maximum. Note that the act ofrunning does tire its operator, but at only 10% the normalfatigue rate. Leaping: The powerful robot legs can leap upto 15 feet (4.6 m) high or across unassisted by jet thrusters.A jet thruster assisted leap can propel the unit up to 100 feet(30.5 m) high or 200 feet (61 m) lengthwise without actuallyattaining flight.Flying: The jet propulsion system enables the HPA to hoverstationary up to 500 feet (153.4 m) high or fly at the amazingspeed of 600 mph (1000 km)! That's nearly Mach One!!However, cruising speed is more likely to range between 100mph (160 km) to 200 mph (320 km). Maximum altitude is5000 feet (1524 m). Range: Unlimited. The nuclear powerpack gives the suit a life of 20 years even under the moststrenuous and constant amount of use. However, the jets gethot after 24 hours of constant use and require a cooling periodof about five hours or may burn out.

Statistical DataHeight: 8 feet (2.4 m)Width: Wings extended: 8 ft, 6 inches (2.6 m). Folded: 3 feet(0.9 m).Length: 4 feet (1.2m)Weight: 340 Ibs (153 kg); does not include hand-held weapons.Physical Strength: Equal to a P.S. 40Cargo: None, other than land mine storage compartments in thelegs.Power System: Nuclear; average energy life is 20 years.Black Market Cost: Not available, only two suits have been built.

Weapon Systems1. Mini-Missile Launchers above the shoulders: A pair of

missile launchers are mounted above the shoulders/wings.Each of the missile launchers holds six mini-missiles, threeready to fire and three in reserve (12 total). Additional missilescan be hand loaded at a rate of one per melee round (15seconds).

Primary Purpose: AssaultWeight: Not applicable; built into the armor.Mega-Damage: Varies with missile type. Hagan typically usesplasma: lD6x 10 M.D. per missile.

Rate of Fire: One at a time or in volleys of two, three or four.Effective Range: One mile (1.6 km)Payload: 12 total, six per launcher.

2. Fusion Block Bombs/Land Mines: The upper portion of thelegs have a compartment that contains fusion blocks. Theexplosive devices can be used in three different ways. One,as a bomb that is dropped from above and explodes on impact.Two, as a time delayed explosive placed or dropped on aspecific target or placed to explode after so many seconds orminutes have passed or a particular time is struck (24 hourclock). Third, as a land mine placed on the surface of theground and covered with a thin layer of dirt or leaves thatexplodes when stepped on. The blocks can be set for levelsof sensitivity to a particular weight load or amount of pressure(from 100 lbs/45 kg to 2000 lbs/900 kg).

Primary Purpose: AssaultWeight: Two pounds (0.9 kg) each.Mega-Damage: Varies with type; Hagan uses only type threefusion blocks: 4D6x 10 M.D.; the blast radius is contained toa ten foot area (3 m).Rate of Fire: Dropped or set one at a time. It takes 15 seconds,one full melee round, to set the timer and/or other requirementsof the block.Effective Range: 600 ft (183 m) and + 1 to strike when droppedfrom above, — 1 to strike for approximately every additional100 feet (30.5) of height. Otherwise the block must be placedon the intended target. They are not aerodynamic and cannot bethrown far. Hagan can toss one about 200 feet (61 m) but is -4to strike when thrown.Payload: Each leg holds six fusion blocks, 12 total.

3. Arch 230 Plasma Cannon: This is a large rifle-lookingweapon that fires a blast of fiery plasma. The weapon has a30 shot E-clip (Hagan typically has two additional clips onhim or nearby). The gun has an extendible cord that plugsinto the armor, giving it an additional 10 blasts. The energyclip can be recharged with this same cord, but it takes onehour to recharge ten blasts.

Primary Purpose: AssaultWeight: 17 Ibs (7.65 kg)Mega-Damage: lD4x 10 M.D.Rate of Fire: Aimed, burst, wild; see Modem Weapons Proficien-cies; typically a single shot weapon.Effective Range: 4000 feet (1200 m)Payload: 30 shots per E-clip or 10 from the power armor.

4. Forearm Blaster — Variable Laser: A short-range laserblaster is concealed in the right forearm. The variable fre-quency laser is designed to overcome laser resistant armor.The weapon has its own targeting computer which alsoanalyzes an opponent's armor (if not already preprogrammedinto its memory). After one melee round, the computer isable to adjust to the light frequency that will inflict maximumdamage to the target. The laser is accurate and deadly.

Primary Purpose: AssaultWeight: Part of the power armor.Mega-Damage: 3D6 M.D. or 5D6 M.D.; two settings.Rate of Fire: Each individual blast counts as one melee attack.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the armor's powersupply.

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Design Flaw: There is a 1-50% chance that the laser will notrise out of its housing, preventing it from firing. Roll each timethe weapon is to be activated.5. 18 inch (0.45 m) vibro-biade (1): Hidden in the left forearm

is a retractable vibro-saber.Primary Purpose: Assault; secondary purpose: defense.Weight: 2 Ibs (0.9 kg)Mega-Damage: Vibro-Saber: 2D4 M.D.Range: Hand to hand, with about a 5.6 foot (1.7 m) reach.Rate of Attack: Equal to the total number of hand to hand meleeattacks.Payload: Not applicable6. Energy Rifles, Rail Guns and other normal weapons can be

substituted in an emergency or as a back-up weapon.7. Hand to Hand Combat: Rather than use a weapon, Hagan

can engage in mega-damage hand to hand combat using hisfists and/or vibro-blade. Also see special bonuses describedin number eight.

Restrained punch: 4D6 + 25 S.D.C.Full strength punch: 1D6 M.D.C.Kick: 2D4 M.D.Leap Kick: 3D4 M.D.Head Butt: 1D4 M.D.Flying body block: 3D6 M.D. damage and has a 1-50%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

8. Bonuses due to the telemechanic link: These bonuses arein addition to Hagan's attribute and combat bonuses (listedpreviously).

Add two attacks per melee (5 total, hand to hand or energyweapons or any combination), + 4 to strike with all the HPA'sweapon systems (excluding fusion blocks), +3 to strike ona flying body block, punch or kick, +3 to pull punch, +5to roll with impact, +4 to parry, +5 to parry with vibro-blade, + 4 to dodge when on the ground, and +6 to dodgewhen flying.

The armor is a full environmental system with internalcooling, air purification and independent oxygen supply asis common to most suits of power armor. This also makeshim impervious to poison, gas, and biological agents unlessthe suit is breached by depleting the M.D.C. of the helmet,arm, leg or main body.

A unique feature of Archie Three's design allows the armorto enhance and tap Hagan's psionic energy, making it impos-sible to read his aura and prevents telepathic probes, mindbond, mind control and psionic possession, as well as provid-ing a bonus of + 2 to save vs all psionic attacks and illusionarymagic.

The helmet also links him directly to Archie, enabling thetwo to psionically communicate within a 500 mile radius (800km).

Note: The bonuses from the power armor are NOT applic-able when Hagan is piloting his large robot vehicle (or anyrobot vehicle); use the robot's bonuses instead.

9. Sensor Systems of NoteOptics: The HPA has full optical systems, including the

visible light spectrum, infrared, ultraviolet, and polarization,

passive night vision (light amplification), thermo-imaging,laser targeting, and telescopic. Telescopic optics function likebuilt-in binoculars, with a range of about two miles (3.2 km).All the other optic systems have a range of about 3000 feet(914 m).

Radar: Can identify and track up to 32 targets simultane-ously, at a range of two miles (3.2 km). Applicable to flyingtargets at 500 feet above the ground or higher. The radar cannot track ground movement.

Radio Communication: Medium-range directional radio.Range: 100 miles (160 km). The radio system can also eaves-drop on enemy transmissions and track transmissions (45%success level) to their source; tracking range is limited to 10miles (16 km).

Built-in Language Translator: Same as the portable unit,see Rifts RPG page 247.

Earth Saver OneHagan's Personal Combat Bot

In addition to his power armor, Hagan has a giant robot warmachine to combat the Mechanoids. The bot stands nearly 20feet tall, has a distinctly humanoid appearance and a battery ofweapons. Like the power armor, the bot vehicle was already inthe works when the Mechanoids rifted in. Archie has made someimprovements and additions to help Hagan in his fight againstthe aliens. The unit is made from the same molecularly bondedalloys as Archie's other bots and is tough and mobile, howeverthe emphasis is on weapons and combat as opposed to speedand agility.

The pilot sits in the chest. The head is the main sensor unitand the sensor tower is a secondary system. The head also hasvideo recording capabilities, laser targeting, and optic systems.

Earth Saver OneModel Type: AH-1Class: Robot Infantry VehicleCrew: One, with an area that can accommodate one passenger.M.D.C. by Location:

Shoulder Missile Launchers (2) — 150 eachChest Lasers (2) — 25 eachBelly Ball Turret (1) — 30Ion Cannon (1, right forearm) — 50Vibro-Blade (1, giant, left arm) — 40Hand-Held Cannon (1) — 80Main Jet (1, lower back) — 60Maneuvering Jets (2, lower leg) — 30 eachSensor Tower (1, right shoulder) — 35Spotlight in Chest (1) — 5Spotlights in Head (2, eyes) — 5 eachHands (1.) — 25Arms (2) — 120 eachShoulder Plates (2) — 100 eachLegs (2) — 200 each*Head — 120**Main Body — 500Reinforced Pilot's Compartment — 120

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* Destroying the head will eliminate the central optics, video-taping and sensory systems. However, only the video recordingcapabilities and eye spotlights are lost. The sensor tower on theright shoulder is a complete back-up system. Note: The head isa comparatively small target and shielded by the armored collar.Thus, it can only be hit when an opponent makes a called shotand even then he is -2 to strike.

**Depleting the M.D.C. of the main body will effectivelydestroy the bot, shutting it down completely, making it useless.Speed

Running: 60 mph (96 km) maximum. Note that the act ofrunning does NOT tire the robot and speed can be maintainedindefinitely. Leaping: The robot legs are strong and designedfor leaping and climbing. Non-jet thruster assisted leaps arelimited to approximately 10 feet (3 m) high or across. A jetthruster assisted leap can propel the robot up to 50 feet (15.2m) high or 100 feet (30.5 m) lengthwise without actuallyattaining flight.Flying: The jet propulsion system gives the robot very limitedflight capabilities. It can hover stationary up to 300 feet (91.5m) high and fly for up to 10 minutes at a respectable speedof 150 mph (240 km). After 10 minutes the robot quicklyloses altitude and the jets temporarily shut down within thenext 1D4 minutes. The jets cannot be activated for flight orleaping until after a 30 minute cool-down period. Maximumaltitude is 300 feet (91.5 m).Range: Unlimited. The nuclear power pack gives the bot alife of 20 years even under the most strenuous and constantamount of use.

Statistical DataHeight: 19 feet, 7 inches (6 m)Width: 11 feet (3.35 m)Length: 6 feet, 6 inches (2 m)Weight: 16 tons fully loadedPhysical Strength: Equal to a P.S. 40Cargo: Minimal storage space; about three feet (0.9 m) behindseat for extra weapons and equipment, plus three overhead stor-age compartments equal to three dresser drawers.Power System: Nuclear; average energy life is 20 years.Black Market Cost: Not available on the black market, this isthe only prototype.

Weapon Systems1. Medium-Range Missile Launchers Built into the shoulders:

A pair of missile launchers are located in the upper body,near the shoulders. There are six missile tubes per side for atotal of 12 missiles. Additional missiles can be hand loadedat a rate of one per minute (4 melee rounds); can use powerarmor to carry, hover and reload.

Primary Purpose: AssaultWeight: Not applicable; built into the armor.Mega-Damage: Varies with missile type. Hagan typically usesplasma: 2D6X 10 M.D. per missile.Rate of Fire: One at a time or in volleys of two, three, four, or six.Effective Range: 40 miles (64 km) and travels at Mach 2.1Payload: 12 total, 6 per launcher.2. Mini-Missile Launchers Built into the shoulders: A pair

of missile launchers are mounted in each shoulder. Whenactivated, the shoulder plate flips up to reveal the launchtubes and missiles fire. Each of the missile launchers holds

12 mini-missiles (24 total). Additional missiles can be handloaded at a rate of one per melee round (15 seconds).

Primary Purpose: AssaultWeight: Not applicable; built into the armor.Mega-Damage: Varies with missile type. Hagan typically usesplasma: lD6x 10 M.D. per missile.Rate of Fire: One at a time or in volleys of two, three or four.Effective Range: One mile (1.6 km)Payload: 24 total, 12 per shoulder launcher.Design Flaw: If the shoulder or main body has lost half or moreof its M.D.C., the sliding protective plate will stick, preventingit from firing. It will take six seconds (two melee actions) towork itself loose.3. Fusion Block Bombs/Land Mines: The lower left arm has

a concealed compartment that contains fusion blocks. Theexplosives are typically used for sabotage or as land mines.As a land mine, it is placed on the surface of the ground andcovered with a thin layer of dirt or leaves and explodes whenstepped on. The blocks can be set for levels of sensitivity toa particular weight load or amount of pressure (from 100lbs/45 kg to 2000 lbs/900 kg).

Primary Purpose: AssaultWeight: Two pounds (0.9 kg) each.Mega-Damage: Varies with type; Hagan uses only type threefusion blocks: 4D6x 10 M.D.; the blast radius is contained toa ten foot area (3 m).Rate of Fire: Set one at a time. It takes 15 seconds, one fullmelee round, to set the timer and/or other requirements of theblock.Effective Range: The block must be placed on or near the in-tended target. They are not aerodynamic and cannot be thrownfar. Hagan can toss one about 400 feet (122 m) but is -4 tostrike when thrown.Payload: Six type three fusion blocks.4. Chest Lasers:Primary Purpose: AssaultWeight: Not Applicable.Mega-Damage: 3D6 per single blast or 6D6 M.D. per doubleblast.Rate of Fire: Equal to hand to hand.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited.5. Forearm Ion Cannon: A short-range ion blaster is built into

the right forearm. It is a high-powered but short-rangeweapon.

Primary Purpose: AssaultWeight: Part of the power armor.Mega-Damage: 4D6 or 6D6 M.D.; two settings.Rate of Fire: Each individual blast counts as one melee attack.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the armor's powersupply.6. Double-Barrelled Laser Ball Turret: A double-barrelled,

heavy laser is mounted in the belly of the robot. The turretcan rotate 180 degrees and has a 120 degree arc of fire.

Primary Purpose: AssaultWeight: Part of the power armor.Mega-Damage: 6D6 M.D. per dual blast.Rate of Fire: Each individual blast counts as one melee attack.

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Effective Range: 4000 feet (1200 m)Payload: Effectively unlimited; patched into the armor's powersupply.Design Flaw: There is a 1 -50% chance that the turret will becometemporarily frozen at its previous setting/angle of fire. It willnot unlock for 1D4 minutes. Roll each time the weapon is to beused.7. Four foot, seven inch (1.4 m) Vibro-Blade (1): Hidden in

the left forearm is a giant, retractable vibro-saber.Primary Purpose: Assault; secondary purpose: defense.Weight: 2 Ibs (0.9 kg)Mega-Damage: Vibro-Saber: 3D6 + 2 M.D.Range: Hand to hand, with about a 15 foot (4.6 m) reach.Rate of Attack: Equal to the number of hand to hand meleeattacks.Payload: Not applicable

8. Arch 860 Rail Gun (1): This is a large, hand-held, rifle-look-ing rail gun.

Primary Purpose: AssaultWeight: 200 Ibs (90 kg)Mega-Damage: A burst is 40 rounds and inflicts 1D4 x 10 M. D.Rate of Fire: Standard, see Modern Weapon Proficiencies.Effective Range: 4000 feet (1200 m)Payload: As a machinegun: 860 round belt, or drum: 21 bursts.Powered by the robot's power supply.

9. Other Giant Weapons designed for robots can be substitutedin an emergency or as a back-up weapon.

10. Hand to Hand Combat: Rather than use a weapon, Hagancan engage in mega-damage hand to hand combat using hisfists and/or vibro-blade. Also see special bonuses describedin number eleven.

Restrained punch: 1D6 M.D.C.Full strength punch: 2D6 M.D.C.Kick: 2D6 M.D.Leap Kick: 3D6 M.D.Head Butt: 1D4 M.D.Vibro-saber: 3D6 + 2M.D.

Running body block: 2D6 M.D. damage and has a 1-60%chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

11. Bonuses due to the telemechanic link: These bonuses arein addition to Hagan's attribute and combat bonuses (listedpreviously).

Add two hand to hand attacks per melee (5 total), plus anadditional two attacks via missiles and/or energy weapons!+ 4 to strike with all the AH-l's weapon systems (excludingfusion blocks), +3 to strike on a flying body block, punchor kick, +3 to pull punch, +5 to roll with impact, +4 toparry, +5 to parry with vibro-blade, +4 to dodge when onthe ground, and +6 to dodge when flying.

The bot is a full environmental vehicle with internal cool-ing, air purification and independent oxygen supply, as iscommon to most robot vehicles. This also makes him imper-vious to poison, gas, and biological agents unless the bot isbreached.

A unique feature of Archie Three's design allows the botto enhance and tap Hagan's psionic energy, making it impos-

sible to read his aura and prevents telepathic probes, mindbond, mind control and psionic possession, as well as provid-ing a bonus of + 2 to save vs all psionic attacks and illusionarymagic.

12. Sensor Systems of NoteMulti-Optics: The Earth Saver robot has full optical sys-

tems, including the visible light spectrum, infrared, ul-traviolet, and polarization, passive night vision (light amplifi-cation), thermo-imaging, laser targeting, laser distancing, andtelescopic (with a range of about three miles/4.8 km). All theother optic systems have a range of about 4000 feet (1200 m).

Radar: Can identify and track up to 64 targets simultane-ously, at a range of 30 miles (48 km). Applicable to flyingtargets at 500 feet (153 m) above the ground or higher. Theradar can not track ground movement.

Radio Communication: Long- and medium-range direc-tional radio. Range: 500 miles (804 km), with satellite bounc-ing capabilities for long range, and 100 miles (160 km) formedium. The radio system can also eavesdrop on enemytransmissions and track transmissions (45% success level) totheir source; tracking range is limited to 10 miles (16 km).

Built-in Language TranslatonSame as the portable unit,see Rifts RPG, page 247.

Plus All Features Standard to Robot Vehicles.

AA-60 Hunter-DestroyerHagan's Robot Minions

Hagan has one more weapon in his arsenal, the new AA-60hunter-destroyer robot. 10 of these bots were completed beforeArchie felt it necessary to purge their design data from his mem-ory. The bots are deliberately made to look very different thanArchie's usual robots to conceal their origin. Like the armor andbot vehicle, the AA-60 is designed with destroying Mechanoidsin mind.

Three AA-60's assist Hagan and are always nearby (althoughoften prowling, hidden not far away). The other seven have beendivided into groups of three and four and scour the land 24 hoursa day, looking for the Mechanoids. If the group of Mechanoidsis small the bots will attack. If the group is large (six or more)the bots will notify Hagan and carefully follow and observe theenemy. When Hagan and/or other forces arrive on the scene,the bots will join in the combat.

AA-60 Hunter-DestroyerModel Type: AA-60Class: Fully Automated Self-Sufficient Infantry RobotCrew: None; artificial intelligenceM.D.C. by Location:

Hands (2) — 25 eachArms (2) — 100 eachLegs (2) — 120 eachVibro-blades (2) — 10 eachPlasma Cannons (2, chest) — 50 each*Head — 60**Main Body — 330

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* Destroying the head will eliminate all optics and sensorysystems. In most cases, the robot will continue to fight, blastingblindly and groping and lashing out at anything it touches. Note:The head is a comparatively small target. Thus, it can only behit when an opponent makes a called shot and even then, he is-2 to strike.

**Depleting the M.D.C. of the main body will effectivelydestroy the bot, shutting it down completely and rendering ituseless.Speed

Running: 90 mph (144 km) maximum. Note that the act ofrunning does NOT tire the robot and speed can be maintainedindefinitely. Leaping: The robot legs are strong and wellsuited for leaping. Leaps are limited to approximately 20 feet(6 m) high or 30 feet (9 m) lengthwise. A running start at aspeed in excess of 40 mph (64 km) will enable the bot todouble the height and length of the jump.Flying: Possible only with the addition of a jet pack. Four ofthe bots are equipped with jet packs.Range: The nuclear power pack gives the bot five years oflife even under the most strenuous and constant amount of use.

Statistical DataHeight: 10 feet (3 m)Width: 4 feet (1.2m)Length: 3 feet (0.9 m)Weight: 500 Ibs (225 kg)Physical Strength: Equal to a P.S. 40Cargo: NonePower System: Nuclear; average energy life is ten years.Black Market Cost: None. There are only 10 prototypes, but themarket would gladly pay 10 to 20 million credits for an undam-aged AA-60 for research or resale to Triax, Northern Gun orthe Manistique Imperium.

Weapon Systems1. Arch 2S Plasma Cannon (2): These are two short-range

plasma cannons built into the chest of the robot.Primary Purpose: AssaultWeight: Not applicableMega-Damage: 6D6 M.D. per single blast or 1D6 X 10 per simul-taneous dual blast (at same target).Rate of Fire: Six single or double blasts per melee round.Effective Range: 2000 feet (610 m)Payload: As many as 60 dual blasts can be fired before theweapons need to be recharged. The weapons recharge at a rateof four blasts per hour.

2. 18 inch (0.45 m) vibro-blades (2): Hidden in each forearmis a retractable vibro-saber that slides down and locks intoplace. The blades can be used simultaneously or indepen-dently.

Primary Purpose: AssaultSecondary Purpose: DefenseWeight: 2 Ibs (0.9 kg)Mega-Damage: Vibro-Saber: 2D6 M.D.Range: Hand to hand, with about a 5.6 foot (1.7 m) reach.Rate of Attack: Six (6) per melee; hand to hand combat skill.Payload: Not applicable

3. Energy Rifles, Rail Guns and other hand-held weapons and/or explosive (including fusion blocks) can be also be used bythe bot. Archie has supplied them with NG-7 particle beamrifles (1D4X 10 M.D., range: 1200 ft/365 m).

4. Hand to Hand Combat: Rather than use an energy weapon,the bot can engage in mega-damage hand to hand combatusing his fists and/or vibro-blades.

Restrained punch: 4D6 + 25 S.D.C.Full strength punch: 1D6 M.D.C.Vibro-saber: 2D6 M.D.Kick: 2D6 M.D.Leap Kick: 3D6 M.D.Head Butt: 1D4 M.D.Judo Throw: 1D4 M.D.Body Block: 1D4 M.D. damage and has a 1-50% chance

of knocking one's opponent off his feet (victim loses initiativeand one melee attack), but counts as two melee attacks.

Bonuses: Includes all bonuses from programming, roboticsand sensors: +4 to strike with energy weapon (see energyW.P. skills), +6 to strike with vibro-blades or hand to handattack (punch, kick, etc.), + 4 to parry with fists/arms or + 6to parry with vibro-blade (including attacks from behind, dueto motion detectors and other sensors), + 6 to dodge, + 2 toroll with impact or fall (no pull punch). Impervious to poison,gas, and biological agents, as well as psionic and magic mindcontrol, charms, bio-manipulation, and S.D.C. attacks. Seesensors for optical capabilities. Attacks per Melee: Six

5. Sensors of Note (in the head):Optics: The AA-60 bots have full optical systems including

the visible light spectrum, infrared, ultraviolet, and polariza-tion, passive night vision (light amplification), thermo-imag-ing, laser targeting, and telescopic. Telescopic optics functionlike built-in binoculars with a range of about two miles (3.2km). All the other optic systems have a range about 3000feet (914 m).

Radar: Can identify and track up to 12 targets simultane-ously at a range of two miles (3.2 km). Applicable to flyingtargets at 500 feet above the ground or higher only. Radarcan not track ground movement.

Motion Detector: 100 foot radius (30.5 m), adds to abilityto parry and dodge (see bonuses).

Amplified Hearing: Can hear sounds as quiet as 10 de-cibels and as far away as 500 feet (152 m). Can also hear inthe ultrasonic range of high frequency sound. The computeris programmed to recognize 60,000 different mechanicalsounds, from the sound of a car engine to the hum of agenerator. Adds to alertness and attacks.

Speech: Full vocal capabilities. Speaks and is literate inAmerican, Spanish, Japanese, and Chinese 98%. Speaks, butcan not read Dragonese and Splugorth 98%. Speaks Euro50%. Is also literate in 30 other pre-rifts languages, likePolish, German, Russian, Dutch, Italian, French, Portuguese,etc.; all are obsolete and forgotten languages.

Radio Communication: Long-range directional radio.Range: 100 miles (160 km). It can also eavesdrop on enemytransmissions and track transmissions (60% success level) totheir source. Range: 10 miles (16 km).

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6. Skill Programs: Programmed for combat, espionage andpiloting. The program directs the actions and reactions toencounters and attacks. Combat program includes combattactics, identification of all known Mechanoids, Coalition andSplugorth troops, common robots and vehicles, as well ascommon animal and D-Bee life forms, bots, armor, weaponsand vehicles. W.P. energy pistol, rifles, and heavy, W.P.blunt, knife, and sword, demolition and disposal 90%, andW.P. paired weapons: Can use two hand-held weapons orvibro-blades in one simultaneous attack (double damage,counts as one attack/melee action) or attack with one andparry with the other.

Other skills include: Espionage related skills: Prowl 60%(takes into consideration size and construction), swim 94%,climb 90%/80%, land navigation 94%, wilderness survival94%, escape artist 70%, intelligence 70%, tracking 70%,detect ambush 70%, detect concealment 70%.

Pilot and related skills include: automobile, motorcycle,hovercycle, jet pack, airplanes, automotive mechanics, basicelectronics} computer operation, and basic math, all at 90%proficiency.

7. Automatic Self-Destruct Program: Standard.

The Mechanoids Of Destruction

The Mechanoids are an ancient race renowned for their un-rivaled technology, destructive power, and evil. Their crueltyand domination became a thing of legend as they swept throughone galaxy after another. In each case, the horrible cyborgswould slaughter trillions upon trillions and devour entire planetsand/or suns to power their interstellar war machines and planetsize motherships. They are beings driven by three goals: expan-sion/conquest, the accumulation of knowledge, and the termina-tion of all human life, including most humanoid bipeds.

It has been said that, at one time, the Mechanoid's powerrivaled that of a god's. If they were gods, then they were insanegods. God-beings without mercy, justice, or compassion. Amalevolent force consumed by hatred, jealousy and contemptfor all things human. The Mechanoids view humans, and theirkith and kin, as a hideous cancer that must be eradicated fromthe universe. Their goal is no less than the total genocide of thehuman race, humanoid races (obviously related to humans), andthose beings who would dare to associate, defend or assist hu-mans (non-human allies).

Ironically, the Mechanoids' ancestry is deeply rooted inhumankind. Long ago, there was a race of humans in a galaxyhundreds of thousands of light years away from Earth. Legendtells that these humans were refugees fleeing from a terribledisaster. Their homeworld was torn asunder and they were amongthe fortunate few to escape the great destruction. Nobody knowswho they were or from where they came. The oldest legendsidentify them as "Atlanees," but they have been given manynames; their true identity lost to antiquity. They were a hardworking, peaceful people with an insatiable lust for knowledge.This desire sometimes made them reckless and cruel.

These humans had virtually eliminated disease and illness,and had also learned the secrets of genetic engineering, manipu-lation, reconstruction and cloning. Their knowledge of bionicsand robotics were equally advanced, but their mastery of thesesciences and related technology only served to make them hungryfor more knowledge. This insatiable hunger launched an ambiti-ous program to explore their galaxy and colonize its many plan-ets. Since the frail human body was not especially well suitedfor the rigors of space, thousands of the dedicated, brave and

adventurous citizens volunteered to undergo genetic and bionicreconstruction. The large-scale experiment to create an army ofspace explorers specially engineered to combine flesh withmachines was a great success. Far too successful.

At first, the public hailed the great achievement and applaudedevery spaceship launch manned by the reshaped cybernetic crew.Only a tiny minority voiced any fears or concerns about theexperiments and the inhumanity of it all. With time that voicegrew larger, but the tone had changed. There was no longerconcern about inhumanity but great concern for the creatures'unhumanness. The public questioned what had really beencreated that day. The question was accented with growing ap-prehension. Many people suggested that these cyborgs were soremoved from their human origin that they were actually a newand alien life form. As more was learned about the cyborgs, themore widespread and intense the fear. The space program stalleddue to debate about unanswerable questions. The thousands ofcyborgs remained on planet, pending an investigation and re-evaluation of the project.

The creatures, dubbed "new life" or The Mechanoids, provedto be superior to their creators in every way. The new life wasencased in powerful, environmental cyborg bodies designed towithstand hostile environments. This made them infinitely faster,stronger, and invulnerable by human standards. Because theywere completely linked to their robotic bodies, they moved withfar greater speed and agility than any human pilot operating amachine. Their mental capabilities were also formidable. Thescreening process for volunteers meant selecting only the smar-test and emotionally stable individuals. As a result, the majorityof the Mechanoids were smarter, quicker thinking, and moreresourceful than the average citizen. Genetic manipulation hadalso given the cyborg explorers dramatically enhanced and con-sistent psionic powers, including telepathy, empathy, racialmemory and a psionic link to all other Mechanoids.

The new life was viewed as a frighteningly monstrous, sub-race too far removed from their human origins. Although theMechanoids were loyal and benevolent beings, their presencemade true humans uncomfortable and some physically ill. Sus-picion and disdain ran high and quickly turned into paranoia and

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hatred. Eventually, the human creators decided that they hadcreated an abomination that had no right to exist and destroyedthe thousands of Mechanoids still on the planet. When thebloodshed was over, the humans tried to justify what they haddone, but would live with the nightmare till their own demise.

The new life that had been sent to explore the stars wereracked with confusion and sorrow, as they received empathictransmissions and psionic visions from and about the murder oftheir brothers. After a short while, they decided that they musthave done something wrong to anger or frighten then" creators.In a futile effort to prove themselves worthy to their creators,the new life built improved mechanical bodies and made moregenetic improvements on themselves. When a design provedespecially successful, they made thousands of clones encased inenvironmental, bionic bodies. Then they scattered throughoutthe galaxy to collect knowledge to offer as a gift to the creators.

When the new life returned, they looked much more like theMechanoids we know today. Somehow they thought that thecreators would appreciate their improvements and welcome themand their gift of knowledge. Instead, the humans were repulsed

and terrified. The Mechanoids were more alien than ever! Theyhad increased their numbers a hundredfold and possessed knowl-edge and technology far superior to the humans'. Furthermore,the humans assumed that the Mechanoids would seek to punishthem for the slaughter of the innocent cyborgs left behind. Thus,the humans rejected the gift and threatened to destroy theMechanoids unless they left the planet immediately!

The blind hate, terror and revulsion emanating from the hu-mans were a shock to the psionic creatures. The Mechanoidshad never considered such a reception. For decades they hadbeen consumed with proving themselves worthy of the creators'love and admiration. This was too much to endure. To makematters worse, the cyborgs could feel the humans' guilt for themany murders of the planet-bound Mechanoids. For the firsttime, the new life realized that they had done nothing wrong,except to allow themselves to be shaped and reborn by humancreatures who were not noble and brilliant, but loathsome,frightened and horrible monsters that destroy all that they fearor do not understand.

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When the stunned Mechanoids did not immediately complywith the humans' demands that they leave and never return, theywere attacked. This was the last straw! The Mechanoids re-taliated.

The clash was a long and bloody one. When the battle wasover, the new life stood among the ashes of the old. The legacyof hatred and violence would continue for ages. The Mechanoidswould no longer tolerate degradation at the hands of their in-feriors. They had proven themselves more than worthy of thehumans involved in their genesis. They had proven themselvessuperior by feasting on the bones of their creators. But this wasnot enough. From that moment forward, the Mechanoids dedi-cated their existence to the complete eradication of the humanrace and all creatures like them.

The incident, accentuated and perpetuated by their psionicnature, has driven the Mechanoids insane. Their psionic powersand racial memory would keep the hate and anguish so vividlyalive that generations of clones, created thousands of years later,would feel the rejection, frustration, hate, degradation, and bloodlust as if they were experiencing it anew. Thus, whenever ahumanoid is encountered, the Mechanoids are consumed by un-reasoning loathing and a need to destroy. Although the creaturesmay appear to be calm and calculating killing machines, theyare driven by burning emotions. In many respects, they are angrychildren who, after having struck down their abusive parents,feel no relief and transfer their emotions (including feelings ofguilt) to everybody who reminds them of those parents. Strikingout again and again does nothing to relieve those emotions!

The tormented aliens seek to stop their anguish and pain bydestroying all humanoid life — the ultimate evil. Consequently,their cruelty toward humanoids is without parallel. Humans andhumanoids are subject to all sorts of sadistic torture, includingcybernetic, genetic, physical and mental experimentation, viv-isection, degradation, and finally, death. Each individualMechanoid has his own unique style and approach to torture andrevenge. Some prefer mind games, others straightforward phys-ical torment or destruction, while others combine aspects ofthem all.

Note: The Mechanoids' emotional state of mind makes itimpossible for most to believe that any human could be theirequal. Consequently, they frequently underestimate humanoidfoes. This can lead to a chain reaction of mounting anger, frust-ration and foolish behavior on the part of the Mechanoids. Theyare easily provoked by humans who exhibit cunning, courage,strength of will, ingenuity, and arrogance. This may stimulateany number of potentially dangerous reactions from the aliens,including an unwillingness to surrender or negotiate withhumanoids, taking foolish risks, rash behavior and carelessness,striking out in anger or frustration, mindless aggression, berse-rker rage, suicidal revenge (taking an action that may kill itselfas long as the human dies too), or methodical Jack-The-Rippertype stalking, slaughter, and dissection.

The Mechanoids' reign of terror lasted for thousands of years.Not only would they ravage worlds occupied by humanoids, butthey had developed the means to slice and dice the entire planetinto sections and process it — a sort of cosmic strip mining.The process removed all natural resources, from minerals andfossil fuels to the very atmosphere and oceans. To witness thedevouring of a planet was both horrifying and amazing. Typi-cally, only planets occupied by humanoids suffered this fate.

First the planet would be defoliated. Second, millions ofMechanoids and their robot armies would swarm on the planetto "play with the humans." Play constituted the razing of cities,mass slaughter of the population, and terrible experiments andtorture of captives. The third step was the syphoning of theoceans, followed by the removal of the atmosphere. Finally theplanet would be cut into smaller sections, swallowed by thegigantic mothership and processed. Obviously, the dissectionand consumption of the planet would destroy all of its inhabitants.Thus, the Mechanoids did not need to send troops to the planet'ssurface unless they faced substantial resistance. They enjoy themurder and mayhem caused by their hands, hence the previousreference to, "play with the humans."

The Conflict WithinFinally, the nightmare seemed to end. One day, the insane

destroyers simply disappeared, with little trace. After a while,a few of the Mechanoids' planet sized motherships were founddrifting aimlessly — devoid of life. There was no sign of themillions of Mechanoids that normally crewed these vessels. Thegiant ships were themselves massive, living entities of flesh,metal and psionics, but the living portion had obviously died orbeen killed. The computers and brain pods were all part of theliving organism. When it died, they died too! Memory, com-munications, life support, operations and all internal systemsceased to function. All data/memory was lost and the body ofthe deceased, living ship crumbled and decayed. Except forscrap metal, there was little to salvage.

As for the cyborgs themselves, they, and their robot legion,were nowhere to be found. However, there was some evidenceof mass destruction in the way of massive scrap piles of fused,mangled or otherwise destroyed metal and plastic. Some believethe scrap piles were the destroyed bodies of Mechanoids androbots tossed in a heap. However, the amount of damage anddeterioration was so vast that it was impossible to tell what hadbeen caused by decay or from combat.

The Nigelian Confederacy, a coalition of humanoids who hadall been victimized by the Mechanoids, discovered and investi-gated the Mechanoids home world. Except for a race of intelli-gent, insect-like beings known as the Dionii and the occasionalMechanoid robot defense system, there was no trace of anyliving Mechanoids. Encounters with the Dionii confirmed thatthere had been some sort of schism within the Mechanoid race.

What humans may never learn is that a portion of theMechanoid population began to question and resist their race'squest for the genocide of the human race and related species.Exactly how or why so many Mechanoids experienced this sud-den change of nature remains a mystery, even to the Mechanoids.It is likely that an aberration on a genetic level was replicatedwithin millions of clones before it manifested itself. TheMechanoids have some evidence to suggest that the aberrationswere deliberately created by rogue Mechanoid Oracles. Regard-less of its origin, the aberrant genes gave millions of clones ahigher degree of free will and levels of emotion previously un-known to the creatures. Even the warriors and drones shared agreater sense of identity and individuality. Furthermore, thesemutant Mechanoids were a bit less aggressive than the formergenerations (only the Mechanoid Overlords seemed unaltered).

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These subtle changes caused them to think in ways contrary tothe old racial memories and hive mentality.

The Aberrant Mechanoids (AbM) desired an end to the sense-less murder and destruction. This caused a massive schism withinthe Mechanoid race. The old Mechanoids realized that they hadinadvertently created mutants that were as contrary in their ideol-ogy, and as frightening and repulsive to the old guard as theoriginal Mechanoids had been to their human creators. Ironically,they don't see this parallel.

For the first time in Mechanoids history they were no longera race of beings with one mind, and one purpose. The fact thatany Mechanoid would suggest they stop persecuting humanoidswould have been terrible enough, but to have millions suggestingit is an abomination beyond comprehension. The old Mechanoidsconsidered destroying all the aberrant clones. After all, it waspart of their psychology to destroy any non-humanoids whosupported humankind. However, this seemed pointless until theycould isolate the cause of the aberration.To do otherwise wouldmean the death of millions, which would dramatically weakentheir defenses and make them vulnerable to their many enemies.Making additional clones would only perpetuate the aberrationwhich remained hidden inside of them.

It is unclear what happened next or which faction was respon-sible, but the Mechanoids struck each other with biological war-fare and treachery. A virus was created and unleashed into thepopulation that killed Mechanoids by the billions. It is conceiv-able that the old Mechanoids decided that it was better to annihi-late their entire race rather than have any Mechanoid work towardthe preservation of humans. The new, Aberrant Mechanoids(AbMs) were less likely to initiate such a terrible plague. Still,they may have felt it their only recourse and an acceptablesacrifice in an effort to save countless humanoid lives.

At first it seemed none were spared, old or new. Total andcomplete self-genocide. To add to the mystery, there was aspinning, silver disc, larger than the planet Jupiter, protected bya dozen Mechanoid motherships — effectively creating an arti-ficial solar system. One race of humanoids launched a massiveattack against it and was obliterated. By the time others mounteda combined attack, they found only twelve lifeless and decayingmotherships. The disc had vanished and the Mechanoids with it.

More SurprisesHundreds of years have passed since the Mechanoids first

disappeared. The Mechanoid killing virus has died long ago.Much of the race was obliterated, but a tiny group of oldMechanoids with reasonably "pure" genetic structure were pi-rated away before the plague was unleashed. These elite survivorsworked feverously for centuries to find and eliminate the prob-lem. It took over two hundred years, but the problem has beenisolated and eliminated. Another several decades have been spentmaking changes and improvements on their cyborg bodies andcreating a new legion of clones. The new designs were to helpsignify the beginning of a new era. Once again the insane cyborgsare ready to blanket the universe with their mission of destruction.

Unknown to them, some of the aberrant Mechanoids (AbM)were also safely hidden away in suspended animation. Whenthe old empire reappeared, the AbM mutants awoke to renewtheir campaign to stop them. This time, the aberrants have alliedthemselves with (suspicious) humanoids and have joined thefight to destroy their evil brothers.

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Game Master's OptionGood Guy Mechanoids — AbM Mutants

The Mechanoids brought to Earth through the dimensionalrift were said to have been locked in combat with an enemy,which is why the spider fortress is damaged and the number ofits troops is low. At the Game Master's option, that enemy couldhave been the Aberrant Mechanoids (AbM), which means someof these aberrants may have also been rifted to Earth. The GMcan introduce some interesting non-player characters to help inthe battle against the "true" Mechanoids and/or allow AbM mut-ants as player characters!

AbM player characters are limited to the old-style body designsand abilities, not the new ones. The most common "good guy"Mechanoids will be the tunnel crawler, brute, exterminator,seeker pod, runner, and wasp, in that order. The brain, mantis,octopus, digger, and others are much less common and may noteven exist on Rifts Earth. More about the old and newMechanoids, their continuing conflict, philosophies, allies andthe universe will appear in: Mechanoid Space — The Role-Playing Game (tentatively scheduled for 1994, sorry). The statsfor the most typical and fun to play Aberrant Mechanoids follow.

Unlike their evil kin, most of the aberrant Mechanoids willnot seek to clone themselves or build an army of conqueringrobots. They have no desires of conquest. However, the AbMMechanoids are individuals just as each and every human is anindividual. This means that among the larger, helpful AbMgroups there may be evil individuals who may consider conquer-ing a kingdom or continent as his own domain or plot to makeclones or build bots.

Most AbMs will accept their fate and try to live out their liveson Earth. The average life span of the elite Mechanoids, likethe brain and runner, is 500 years. The combat orientedMechanoids could live as long as 300 years depending on theirluck on the field of combat. One of the continual problems thatthe AbMs will encounter is fear, suspicion and hatred fromhumans and humanoids. Most people will not be able to distin-guish between the AbMs and human hating Mechanoids. Manyof the fanatics belonging to cults will attack on sight and fightto the death. Only the Children of Doom cult will view them asgods (a situation which an unscrupulous AbM could use to hisadvantage).

AberrantMechanoidsOptional Player Characters, Heroes & Villains

AbM BrainThe brain is just that, one of the "brains" of the Mechanoids'

operations; a commander/General and master scientist. They areknown for their brutality, cunning and genius. The AbM brainsare no exception and can make wonderful commanders, physi-cians, scientists and humanitarians. They are crafty, with a goodhead for strategy and tactics, as well as organization. However,

they are not designed for front-line combat and even the AbMbrains try to avoid physical confrontation, preferring to directothers from a safe distance. The less scrupulous brains tend tobe masters of deception, manipulation and mind games. Theyare also powerful master psionics who use their powers to theirfull advantage. Most tend to be secretive loners and rely on theirintellect and psionic powers.Model Type: AbM Brain — Free thinker, commander and sci-entist.Class: CyborgM.D.C. by Location:

Hands (2) — 10 eachArms (2) — 30 eachShoulder Shield (1, left arm) — 40Shoulder Laser (1, left arm) — 10Lower Body — 60Lower Hover Units (2) — 30 eachHover Pod (an optional accessory) — 100Multi-Pod (an optional vehicle body) — 300Containment Chamber — None*Head/Dome — 50*Mechanoid's Fleshy Head — 10**Main Body — 90* Destroying the head will kill the creature. Note: The head

is fairly large but protected by metal plates and covered in atough, laser resistant polymer dome. It can only be hit when acharacter makes a called shot and the attacker is - 1 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing and its containment chamber,however this organism can survive, for a time, without an en-vironmental system. The Mechanoid organism can be rescuedand installed into another mechanical body of the same design.Except for its psionic powers, the creature is totally helpless andwill die within 6D6 minutes.

SpeedRunning: 32 mph (50 km) maximum. Note: movement does nottire the Mechanoid inside.Leaping: Not possible, but the brain can use telekinesis to risein the air.Flying: Flight is not possible without the addition of a hoverplatform. The hover platform provides speeds of up to 200 mph(321 km) and an altitude of about 2000 feet (610 m).Range: Unlimited.

Statistical DataHeight: 10 feet (3 m)Width: 5 feet (1.5m)Length: 6 feet (1.8 m)Weight: One tonCargo: None.Armored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygen

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supply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid Brain is able tosurvive outside its containment chamber longer than any otherAbM, about 6D6 minutes!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years or moreenergy 2D4 X 100,000 if less. The crystals cannot be dupli-cated!

Alignment: AnyHorror Factor: 13Physical Strength: Equal to a P.S. 20Other Attributes of Note: I.Q. 2D6+15, M.E. 2D6+ 13, M.A.2D6+11, andP.P.E. 5D6.Number of Attacks Per Melee: Four physical or psionic attacks.Combat Bonuses (includes all bonuses): + 5 to strike with laser,

+ 3 to strike with all other weapons. +2 to strike with apunch, +2 to parry, +2 to dodge, + 1 to pull punch, +2to roll with impact, + 6 to save vs horror factor, and + 4 tosave vs psionic attacks, +2 to save vs magic and poison.

Psionics: Master psionic but considered a mind melter:1D6X 100+ 1400 I.S.P.! Psionic powers include all healingand all physical powers, plus telekinesis (super), telepathy,empathy, empathic transmission, bio-manipulation, hypnoticsuggestion, mentally possess others, mind bond, mind wipeand mind block auto-defense.

Average Level of Experience: 2D4 + 6Skills of Note: All medical skills (excluding holistic medicine)

at 95%, all science and pilot related skills at 98%, computeroperation and programming at 98%, computer hacking 68%,pilot hover vehicle, robot vehicle (and robot combat: basic),and spaceship at 90%. Weapon proficiencies include W.P.energy pistol, energy rifle and knife.

Weapon Systems1. Multi-Purpose Mini-Laser Turret: The tiny variable laser

turret is built on the shield located on the left shoulder. It isa multi-purpose appendage used as both a short-range defen-sive weapon and a tool. The weapon has its own targetingcomputer which analyzes the reflectiveness of armor and sub-stances as well as distances. After one melee round the com-puter is able to adjust to the light frequency that will inflictmaximum damage to the target. The laser is accurate anddeadly.

Primary Purpose: Multiple; weapon and tool.Weight: Not applicable; it is part of the power armor's body.Mega-Damage: 1D6 M.D., 2D6 M.D. or 3D6 M.D. (three set-tings).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the armor's powersupply.2. Laser Finger: A utility laser is built into the first finger of

each hand (concealed). It is an S.D.C. weapon used for dis-section, surgery and soldering.

Primary Purpose: ToolWeight: Not applicable; it is part of the power armor's body.

Mega-Damage: Laser finger: 1D6 to 1D6 x 10 S.D.C. (regulatedby 1D6 increments).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 50 feet (15 m)Payload: Effectively unlimited; patched into the armor's powersupply.

3. Energy rifles, pistols and other hand-held weapons can beused by the Mechanoid Brain.

4. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combatusing its'fists and/or hand-held weapons. The creature canalso use its psionic powers of telekinesis or ectoplasm towield weapons or hurl objects.

Restrained punch: 3D6 + 5 S.D.C.Full strength punch: 1D6 M.D.Body block/ram: 2D6 M.D. damage and has a 1-40%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

5. Sensor Systems of NoteOptics: Full optical systems, including the visible light

spectrum, infrared, ultraviolet, polarization, passive night vis-ion (light amplification), thermo-imaging, laser targeting, andtelescopic. Telescopic optics function like built-in binocularswith a range of about two miles (3.2 km). All the other opticsystems have a range of about 5200 feet (1560 m).

Radar: Can identify and track up to 72 targets simultane-ously, at a range of two miles (3.2 km). Applicable to flyingtargets at 500 feet above the ground or higher. The radar cannot track ground movement.

Radio Communication: Medium range directional radio.Range: 100 miles (160 km). The radio system can also eaves-

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drop on enemy transmissions and track transmissions to theirsource (60% success ratio); tracking range is limited to 20miles (32 km).

Built-in Language Translator: Same as the portable unit;see Rifts RPG, page 247.

AbM Runner

The AbM Runner is effectively the captain in the Mechanoidhierarchy. As second in command, they are responsible for com-manding and coordinating troops and handling general opera-tions. They are Jacks-of-all-trades, with an emphasis on thesciences, electronics and mechanics. The aberrant mutants areeven more creative, resourceful and ingenious than their pre-decessors. This is good and bad, because while an AbM runnerof a good alignment can be a mechanized paladin, those of anevil alignment can be incredibly ruthless, savage, cunning andmanipulative.

Among those aberrant Mechanoids who have chosen to fighttheir insane brethren, the typical runner is dedicated and valiant.However, a number have abandoned the cause to strike out ontheir own. These may become criminals, despot kings, and man-iacal freebooters concerned only with personal glory, wealth andpower.

Note: AbM Runners who survive on Rifts Earth will find theconcept of magic fascinating and may try to study it and evenbecome practitioners of that art (start at first level).

Model Type: AbM Runner — Free thinker, scientist and tech-nician.Class: Cyborg

M.D.C. by Location:Laser Rod (1, typically the left forearm) — 20Hands (1 or 2) — 20 eachLower Arms (2) — 20 eachUpper Arms (2) — 50 eachLegs (2) — 60 eachHover Pod (an optional accessory) — 150Containment Chamber — 120

*Head — 80**Main Body — 90 (also see psionic powers)* Destroying the head will eliminate all optics and sensory

systems, and reduces the maximum speed, the number of meleeattacks and all bonuses by half. Note: The head is a small anddifficult target to hit. Thus, it can only be hit when a charactermakes a called shot and even then the attacker is - 3 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however the organism's en-vironmental containment chamber (effectively the pilot's com-partment) contains the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionic

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powers, the creature is totally helpless and will die within 5D6days, as long as the containment chamber is still intact.

SpeedRunning: 70 mph (112.6 km) maximum. Note that the act ofrunning does not tire the Mechanoid inside.Leaping: The powerful robot legs can leap up to 20 feet (6 m)high or across unassisted by psionic telekinesis.Flying: Flight is not possible without the addition of a hoverplatform. The jet propulsion system enables the pod to hoverstationary or fly at about 100 mph (160 km). Maximum altitudeis 1000 feet (305 m).Range: Unlimited.

Statistical DataHeight: 15 feet (4.6 m)Width: 5 feet (1.5m)Length: 10 feet (3 m)Weight: 2 tonsCargo: None.Armored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years or moreenergy 2D4 x 100,000 if less. The crystals cannot be dupli-cated!

Alignment: AnyHorror Factor: 11Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6 +12, M.E. 2D6+ 10, M.A.2D6 + 8, and P.P.E. 4D6.Number of Attacks Per Melee: Five physical or psionic attacks.Combat Bonuses (includes all bonuses): +1 on initiative, +5

to strike with laser rod, + 3 to strike with all other weapons.+ 4 to strike with a punch or kick, +4 to parry, +4 to dodge,+ 2 to pull punch, + 2 to roll with impact, + 2 to strike ona body block/ram, + 5 to save vs horror factor, and + 3 tosave vs psionic attacks.

Psionics: Major psionic but considered a mind melter.1D4 X 100 + 2901.S.P. and possesses all sensitive psi-powersplus hypnotic suggestion, telekinetic force field, and tele-mechanics.

Average Level of Experience: 1D4 + 6Skills of Note: All communication skills at 98%, all electrical,

mechanical, and pilot related skills at 90%, basic and ad-vanced math 98%, computer operation and programming at90%, computer hacking 40%, pilot hover vehicle andspaceship at 85%, and intelligence, forgery, tracking, wilder-ness survival, and land navigation, all at 75%. Weapon pro-ficiencies include W.P. energy pistol, energy rifle and heavyenergy and knife.

Weapon Systems1. Multi-Purpose Forearm Laser Rod: This multi-purpose ap-

pendage is used as both a weapon and a tool. Both the long-range and short-range lasers, the long and medium lengthtubes, are variable frequency lasers designed to overcomelaser resistant armor. The weapon has its own targeting com-puter which analyzes the reflectivity of armor and substancesas well as distances. After one melee round the computer isable to adjust to the light frequency that will inflict maximumdamage to the target. The laser is accurate and deadly.

Primary Purpose: Multiple; weapon and tool.Weight: Not applicable; it is part of the power armor's body.Mega-Damage: Long-range laser: 3D6 M.D. or 5D6 M.D. (twosettings), short-range laser: 1D6 M.D. or 3D6 M.D., laser scal-pel: 1D6 to 1D6 x 10 S.D.C. (regulated by 1D6 increments) or1D4 M.D.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: Long-range laser: 5200 feet (1560 m), short-range laser: 1000 feet (305 m), laser scalpel: one foot (0.3 m).Payload: Effectively unlimited; patched into the armor's powersupply.2. Rail Guns, energy weapons and other weapons can be sub-

stituted in an emergency or as a back-up weapon.3. Hand to Hand Combat: Rather than use a long-range

weapon, the Mechanoid can engage in hand to hand combatusing its fists and/or hand-held weapons.

Restrained punch: 4D6+15 S.D.C.Full strength punch: 2D4 M.D.Kick: 3D6 M.D.Leap Kick: 5D6 M.D., but counts as two attacks.Head Butt: 1D4 M.D.Body block/ram: 2D6 M.D. damage and has a 1-50%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

4. Sensor Systems of NoteOptics: Full optical systems, including the visible light

spectrum, infrared, ultraviolet, polarization, passive night vis-ion (light amplification), thermo-imaging, laser targeting, andtelescopic. Telescopic optics function like built-in binocularswith a range of about two miles (3.2 km). All the other opticsystems have a range of about 5200 feet (1560 m).

Radar: Can identify and track up to 72 targets simultane-ously, at a range of two miles (3.2 km). Applicable to flyingtargets at 500 feet above the ground or higher. The radar cannot track ground movement.

Radio Communication: Medium range directional radio.Range: 100 miles (160 km). The radio system can also eaves-drop on enemy transmissions and track transmissions to theirsource (60% success ratio); tracking range is limited to 20miles (32 km).

Built-in Language Translator: Same as the portable unit;see Rifts RPG, page 247.

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AbM Wasp

The Mechanoid wasp is an intelligent predator that is boldaggressive and cunning. It loves the hunt and the kill more thananything else, except evoking feelings of intimidation and fearinto its adversaries. Sadly, these traits have not been erased fromthe AbM wasp. However, unlike the exterminator who is givento berserker rages and irrational bouts of anger, the wasp canusually control its emotions and desires. The problems withAbM wasps are their natural aggressive nature compounded withthe fact that they are action junkies who crave excitement, adven-ture and conflict.

When nothing is happening, the creature gets bored and whena wasp becomes bored, it is unhappy. An unhappy wasp canbecome a disruptive force within any group. It will grumbleabout the lack of action, the need for decisive leadership, thecourage of others, as well as the weather and time of day. Sucha malcontent can undermine authority through acts of defiance,like ignoring the law, ignoring the orders of an officer/teamleader, mouthing off with rude, cruel, and disparaging remarks,and by stirring up others using suspicion and prejudice. In mostcases, the wasp's ultimate goal is to instigate action throughconflict. It doesn't care whether that action may be detrimentalto the group or was created by goading the leader to take foolishaction, or by causing arguments, fights or even mutiny within

the group. The wasp won't care if it may have been assignedto annoying or hazardous duty just to get rid of him. The bellige-rent, selfish creature has created conflict and conflict leads toaction — no more boredom.

Likewise, a wasp has a hot temper and can be easily goadedinto a fight, especially when bored (mainly because they arelooking for trouble). They have an "I don't take any crap" and"Let's kick some butts," attitude and personality that makesthem always ready to prove it through combat. Yet, despite thewasp's bellicose and belligerent personality, they can exhibitincredible restraint and composure under the most stressful andprovoking situations in order to trick an opponent or when theyaren't dying of boredom. This same determination and self con-trol makes the wasp unbreakable under torture. The more a foe

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wants something, the more the wasp will resist. Again, it is amatter of conflict, battle (only a battle of wills), and winning— and the wasp must win all of his battles, even at the cost ofhis life. Thus, a wasp can seldom be forced to betray his team-mates, even teammates he hates.

AbM wasps have a greater independence and will than theold Mechanoid wasps, but this can spell trouble too. If the waspbecomes truly and totally disatisfied with his teammates,leader(s) and/or situation, he may take off on his own. In themost extreme cases, the wasp may become an independent rogue,bandit, killer, or even join the evil Mechanoids, all for the sakeof some action.

Model Type: AbM Wasp — Soldier/Air ForceClass: CyborgM.D.C. by Location:

Forearm Particle Beam Cannons (2) — 50 eachUpper Arms (2) — 40 eachWings (2) — 100 eachContainment Chamber — 120*Head — 100**Main Body — 120* Destroying the head will eliminate all optics and sensory

systems and reduces the maximum speed, the number of meleeattacks and all bonuses by half. Note: The head is a small anddifficult target to hit. Thus, it can only be hit when a charactermakes a called shot and even then the attacker is — 3 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) contains the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.

SpeedRunning: The wasp has no legs and cannot run, walk or jump.Its sole means of movement is its anti-gravity propulsion systemand telekinesis. It can flop along with its weapon arms or dragitself at a speed of about 10 (7 mph/12 km) maximum.Leaping: Not applicable.Flying: Mach 2 — 1350 mph (2144 km), cruising speed istypically a slow 500 mph (800 km).

The flying, speed and aerial movement is made possible bya mentally controlled anti-gravity system. The wasp can attainincredible speeds while maintaining absolute control and preci-sion maneuvering. The system is so amazing that the wasp cango from 0 to Mach 2 in three seconds and come to a completestop in an instant! Maximum altitude is virtually unlimited.Range: Unlimited.

Statistical DataHeight: 3 feet, 6 inches (1 m)Width: 15 feet (4.6 m) from wing tip to wing tip.Length: 8 feet (2.4 m)Weight: 1.2 tonsCargo: None.Armored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This also

makes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years or moreenergy, 2D4 x 100,000 if less. The crystals cannot be dupli-cated!

Alignment: Any, except principled. Typically anarchist, unprin-cipled or aberrant.

Horror Factor: 12Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6 + 8, M.E. 2D6+12, M.A.2D6 + 6, andP.P.E. 3D6.Number of Attacks Per Melee: Six physical or psionic attacks.Combat Bonuses (includes all bonuses): +4 on initiative, +6

to strike with particle beams, + 2 to strike with a punch, + 6to strike on a flying body block/ram, +6 to parry, +7 automa-tic dodge when in the air (does not count as a melee action),+ 2 to pull punch, +5 to roll with impact, +4 to save vshorror factor, and + 2 to save vs psionic attacks but + 8 tosave vs all forms of mind control.

Psionics: Major psionic but considered a mind melter.1D4X 100+ 13 I.S.P. and possesses all physical psi-powersplus telepathy and mind block auto-defense.

Average Level of Experience: 1D4 + 6Skills of Note: Radio basic, scramblers, surveillance, T.V./video

98%, basic and advanced math 98%, computer operation90%, detect ambush, detect concealment, intelligence, track-ing, wilderness survival, and land navigation all at 85%, andstreetwise 50%. Weapon proficiencies include W.P. energypistol, energy rifle and heavy (must use psionics to manipulatethe weapons).

Weapon Systems1. Particle Beam Forearm Cannons: The Mechanoid weapon

has greater range than any Earth P-beam cannon and whencombined with the wasp's incredible speed and accuracy, istruly devastating. The weapons have their own targeting com-puter which gauges distances and adds to its accuracy. Eacharm can be moved independently, with a swivel of 190 de-grees.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 1D4 x 10 M.D. or 1D6 x 10 M.D. (two settings)per single blast or 2D4 x 10 per simultaneous, double blast(aimed at the same target). A simultaneous, double blast countsas one (1) melee attack!Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 4000 feet (1200 m).Payload: Effectively unlimited; patched into the armor's powersupply.

2. Other weapons cannot be held by the wasp because it hasno hands. However, the creature can use telekinesis or ectop-lasm to operate lightweight weapons, but is -2 to strike.

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3. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combatusing its cannon barrels or wings as a bludgeon.

Restrained Punch/Swat: 4D6+ 15 S.D.C.Full Strength Punch/Swat: 2D6 M.D.Body block/ram: 2D6 M.D. at low speeds, 4D6 M.D. at

Mach One or 1D4 X 10 M.D. at Mach Two. The wasp has a1-40% chance of knocking its opponent off his feet (victimloses initiative and one melee attack) at speeds under MachOne, a 1-55% at Mach One and a 1-75% chance at MachTwo. All such attacks count as two melee actions regardlessof the speed.

4. Sensor Systems of Note: Same as the Runner.

K.SIEM&IEDA

AbM BruteThe Mechanoid brute was designed to be a commander of

lesser Mechanoids and robots — like a Sergeant or a Lieutenantin the army. Consequently, the AbM brute, although a predatorlike the wasp and exterminator, is extremely loyal to his superiorsand has a cool, calculating mind. This means unlike the waspor exterminator, the AbM brute can control its emotions to followorders to the letter. They are calm, methodical creatures with agood head for tactics and command. They work extremely wellwithin a group and are fairly good leaders, particularly as asecond or third in command.

The AbM Brute enjoys combat and espionage more than any-thing else, but exhibits unnerving patience and self control. Incombat they are bold fighters, willing to take whatever risk tovanquish the enemy (within reason). Here again, their greatpatience and self control can be an asset, allowing them to make

precise moves and attacks at the last moment or under incrediblestress.

Model Type: AbM Brute — Infantry leader & technicianClass: CyborgM.D.C. by Location:

Upper Arms (2) — 60 eachLower arms & hands (2) — 90 eachLegs (2) — 100 eachContainment Chamber — 120*Forward Particle Beam Guns (2) — 20 each"""Head/Main Body — 200* The tiny particle beam nozzles are difficult to hit, thus they

can only be struck when a character makes a called shot andeven then the attacker is -4 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) contains the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.

SpeedRunning: 50 mph (80 km).Leaping: 10 feet (3 m) high or across.Flying: Its secondary means of movement is a limited anti-gravitypropulsion system similar to the wasp's. 90 mph (144 km),cruising speed is typically about half, maximum altitude is 2000feet (610 m).Range: Unlimited.

Statistical Data

Height: 12 feet, 6 inches (3.8 m)Width: 5 feet, 6 inches (1.7 m)Length: 6 feet (1.8 m)Weight: 2.4 tonsCargo: None.Armored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years or moreenergy, 2D4 x 100,000 if less. The crystals cannot be dupli-cated!

Alignment: Any except diabolic or miscreant evil. Typicallyprincipled or scrupulous.

Horror Factor: 12Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6 + 10, M.E. 2D6 +10, M. A.2D6+10, andP.P.E. 3D6.Number of Attacks Per Melee: Five physical or psionic attacks.

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Combat Bonuses (includes all bonuses): +2 on initiative, +5to strike with particle beams, + 5 to strike with a punch, + 4to strike with a flying body block/ram, +5 to parry, +5 tododge, +3 to pull punch, +4 to roll with impact, +4 tosave vs horror factor, and + 3 to save vs psionic attacks, + 2to save vs magic and poison.

Psionics: Major psionic but considered a mind melter.1D6 x 10+ 100 I.S.P. and possesses all physical psi-powersplus telepathy, empathy, electro-kinesis, psi-sword, and mindblock auto-defense.

Average Level of Experience: 1D4 + 2Skills of Note: All communication skills (+ 15%), all mechanical

skills (+15%), basic electronics ( + 20%), all pilot relatedskills ( + 20%), all military skills (+15%), computer opera-tion and programming (+15%), basic math ( + 30%), pilothover vehicles and spaceships ( + 20%), prowl (+ 10%), anddetect ambush, detect concealment, intelligence, tracking,wilderness survival, and land navigation (all + 15%). Weaponproficiencies include W.P. energy pistol, energy rifle, heavyenergy, sword and blunt.

Weapon Systems1. Particle Beam Guns (2): A pair of particle beam guns are

built into the chest of the brute. Although terribly destructive,these tiny guns are fixed forward and are considered short-range weapons by Mechanoid standards. Furthermore, thebrute must turn its entire body to point and shoot.

Primary Purpose: AssaultWeight: Not applicable, it is part of the power armor's body.Mega-Damage: 1D4X 10 M.D. per single blasts or 2D4X 10per simultaneous, double blast (aimed at the same target). Asimultaneous double blast counts as one (1) melee attack.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1600 feet (488 m).Payload: Effectively unlimited; patched into the armor's powersupply.2. Rail guns, energy weapons and other weapons can be sub-

stituted in an emergency or as a back-up weapon.3. Hand to Hand Combat: Rather than use a long-range

weapon, the Mechanoid can engage in hand to hand combatusing its cannon barrels or wings as a bludgeon.

Restrained Punch: 4D6 +15 S.D.C.Full Strength Punch: 2D6 M.D.Power Punch: 4D6 M.D., but counts as two attacks.Kick: 2D6 M.D.Leap Kick: 3D6 M.D.Body Block/ram: 1D6 M.D. The brute has a 1-50% chance

of knocking its opponent off his feet (victim loses initiativeand one melee attack), but counts as two melee actions regard-less of the speed.

4. Sensor Systems of Note: Same as the Runner.

AbM ExterminatorThe exterminator, along with the wasp, is one of the most

aggressive and combat oriented of the AbM. They love to hunt,fight and kill — it's part of their genetic make-up and orientation.They are so aggressive and hot headed that they will fight at thedrop of a hat. In fact, they often have trouble containing theirlust to fight and will gladly jump into a conflict in an instant,regardless of the odds, when its leader orders it or when pro-voked. Fortunately, its blood lust is often quenched by the mereact of battle and not murder. Consequently, the exterminatorcan control itself enough to stop short of killing an opponent ifthose are his orders; but just barely.

The exterminator loves assassination, seek and destroy mis-sions and infantry assignments. That's just the way they are. Asa result, their alignment is always anarchist, aberrant or evenmiscreant evil. Their loyalty to the AbM race, a genetic andpsychological bond, usually (but not always) keeps them loyalto the AbM and their commanders. If there is a traitor or a roguein a group it will be an exterminator, wasp or brain.

The exterminator is so aggressive that sometimes they fly outof control during combat. The blood lust just takes over and thecreature fights on pure instinct and berserker rage. When thishappens it can distinguish between friend and foe but will keepfighting the enemy despite orders to the contrary. It may take apsionic empathic or telepathic jolt to bring him back to his senses.

Model Type: AbM Exterminator — Hunter-Killer/SoldierClass: CyborgM.D.C. by Location:

Legs (2) — 90 eachContainment Chamber — 90*Particle Beam Cannon (1) — 30*Ion Blasters (2) — 10 each**Head/Main Body — 125* These targets are comparatively small and difficult to hit.

Thus, they can only be hit when the attacker makes a calledshot and even then he is -3 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.

SpeedRunning: 90 mph (144 km) maximum. Note that the act ofrunning does not tire the Mechanoid inside.Leaping: The powerful robot legs can leap up to 20 feet (6 m)high.Frying: Flight is not possible.Range: Unlimited.

Statistical DataHeight: 15 feet (4.6 m)Width: 5 feet (1.5m)Length: 5 feet (1.5 m)Weight: 1.6 tons

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A C.W-AWfM RWEALMG THETHE MECHANOID ORQ,AA/ISM.

Cargo: A small bay that can hold a seeker pod, light cargo ora human "riding shotgun", rumble seat style.

Armored Body: The cyborg body is a full environmental systemwith internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biological

agents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4 x 100,000 if less. The crystals cannot be dup-licated!

Alignment: Any except principled and scrupulous. Typicallyanarchist, unprincipled or aberrant.

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Horror Factor: 11Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6 + 3, M.E. 2D6 + 8, M.A.

2D6 + 4andP.P.E. 2D6.Number of Attacks Per Melee: Four physical orpsionic attacks.Combat Bonuses (includes all bonuses): +1 on initiative, + 6

to strike with its energy weapons, +5 to strike with a kickor stomp, + 1 to parry, + 4 to dodge, +1 to pull punch/kick,+ 4 to roll with impact, + 3 to strike on a body block/ram,+ 4 to save vs horror factor, and +2 to save vs psionicattacks.

Psionics: Major psionic. 104x10+100 I.S.P. and possessesall physical psionic powers plus telepathy, and empathy.

Average Level of Experience: 1D4Skills of Note: Radio: basic and scrambler (10%), basic math

( + 20%), computer operation (+10%), intelligence, detectambush, detect concealment, sniper, tracking, wilderness sur-vival, and land navigation (+15%).

Weapon Systems1. Triple-Barrel Particle Beam Cannon (1): This weapon is

similar to the cannons of the wasp, except that it is fixedforward in the nose of the Mechanoid. The weapon has itsown targeting computer which gauges distances and adds toits accuracy. The cannon can be raised and lowered up anddown in a 90 degree arc, but cannot move side to side. Toaim at a target to the side, the exterminator must turn itsentire upper body. However, the upper body rotates 360 de-grees, a complete horizontal circle, and can spin around in asecond.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 1D4X10 M.D. per single blast or 3D4xlOM.D. per triple blast (all fire at the same target).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 4000 feet (1200 m).Payload: Effectively unlimited; patched into the armor's powersupply.

2. Ion Pulse Blasters (2): A powerful close range weapon thatcan fire single blasts or a triple pulse. The weapon has itsown targeting computer.

Primary Purpose: Assault and extermination.Weight: Not applicable; it is part of the power armor's body.Mega-Damage: 2D6 M.D. per single energy pulse or 6D6 M.D.per triple pulse blast (counts as one melee attack). The two ionblasters can be fired simultaneously at the same target inflictingeither 4D6 M.D. from dual single blasts or 1D6X 10+ 10 perdual triple blasts.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1600 feet (488 m)Payload: Effectively unlimited; patched into the armor's powersupply.

3. Other weapons cannot be held by the exterminator becauseit has no hands. However, the creature can use telekinesis orectoplasm to operate lightweight weapons, but is - 2 to strike.

4. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combatusing its legs and/or body.

Restrained Kick: 4D6+ 15 S.D.C.Full strength Kick: 3D6 M.D.Leap Kick: 6D6 M.D., but counts as two attacks.Stomp: 2D4 M.D.Head Butt: 1D4 M.D.Body block/ram: 2D6 M.D. damage and has a 1-50%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

5. Sensor Systems of Note: Same as the runner.

AbM Seeker Pod

Although originally designed as a second component to theExterminator, among the Aberrant Mechanoids (AbM) theSeeker pod is frequently an independent operative (and lots offun to play).

They are the smallest AbMs. Their size makes them perfectfor espionage and reconnaissance. Like all of the predatoryAbMs, the seeker pod loves adventure, combat and the hunt.They are quick to take action, aggressive, alert, wily spies andhunters/trackers. Although aggressive and always ready for afight, the seeker is not a mad dog warrior like the wasp andexterminator and exhibits great restraint and reason. It is coopera-tive, polite and obedient and prefers to work with a group.

The armor of the AbM Seeker Pod has been slightly modifiedand its M.D.C. increased from that of the original design (wasonly 10 M.D.C.).

Model Type: AbM Seeker Pod — Spy, tracker, and reconnias-sanceClass: CyborgM.D.C. by Location:

*Arms (2) — 10 eachContainment Chamber — 30*Laser Turret (1) — 30**Main Body — 60* These targets are comparatively small and difficult to hit.

Thus, they can only be hit when the attacker makes a calledshot and even then he is - 3 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.

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SpeedFlying: 90 mph (144 km) maximum. 1000ft (305 m) maximumaltitude.Range: Unlimited.

Statistical DataHeight: 2 feet, 6 inches (0.65 m)Width: 2 feet (0.6 m)Length: 3 feet (0.9 m)Weight: 100 Ibs (45 kg)Cargo: NoneArmored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 1D4 million creditsfor the smaller than usual Mechanoid power crystal if it has50 years of energy or more, 1D4 X 100,000 if less. The crys-tals cannot be duplicated!

Alignment: Any except diabolic evil. Typically anarchist or un-principled.Horror Factor: 7Physical Strength: Equal to a P.S. 17Other Attributes of Note: I.Q. 2D6 + 6, M.E. 2D6 + 8, M.A.

2D6+10andP.P.E. 3D6.Number of Attacks Per Melee: Four physical orpsionic attacks.Combat Bonuses (includes all bonuses): +3 on initiative, +4

to strike with its energy weapons, + 4 to strike with a punch,+4 to strike on a flying body block/ram, +4 to parry, -1-6to dodge, + 1 to pull punch, + 3 to roll with impact, +4 tosave vs horror factor, and +2 to save vs psionic attacks.

Psionics: Minor psionic. 1D4 x 10 + 301.S.P. and possesses thepowers of telepathy, empathy, presence sense, see the invis-ible, object read, sixth sense and mind block.

Average Level of Experience: 1D4Skills of Note: All espionage ( + 20%), plus radio: basic and

scrambler (+15%), prowl (+10%), basic math ( + 30%),computer operation ( + 20%), and land navigation ( + 20%).Weapon proficiencies include W.P. energy pistol, knife andblunt.

Weapon Systems1. Variable Mini-Laser Turret: A small, double-barrelled laser

turret is built into the undercarriage of the seeker pod. It isa multi-purpose appendage used as both a short-range defen-sive weapon and a tool. The weapon has its own targetingcomputer which analyzes the reflectivity of armor and sub-stances as well as distances. After one melee round, the com-puter is able to adjust to the light frequency that will inflictmaximum damage to the target. The turret can rotate 360degrees and has a 90 degree vertical arc of fire.

Primary Purpose: Multiple; weapon and tool.Weight: Not applicable; it is part of the lower body.

Mega-Damage: 1D6 M.D. per single blast or 2D6 M.D. perdouble blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the armor's powersupply.

2. Energy rifles, pistols and other lightweight hand-heldweapons can be used by the seeker pod.

3. Hand to Hand Combat: Rather than use a long range weapon,the Mechanoid can engage in hand to hand combat using itsfists and/or hand-held weapons.

Restrained Punch: 2D6 + 2 S.D.C.Full Strength Punch: 1D4 M.D.Flying Body block/ram: 1D6M.D. damage and has a 1-30%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

4. Sensor Systems of Note: Same as the Runner.

AbM Tunnel CrawlerThe Mechanoid tunnel crawler is another creature designed

for hunting and exterminating humans and humanoids. It is usu-ally a lone hunter or works in pairs or a small group. The AbMtunnel crawler has a low intelligence and like the other predators,is consumed with stalking and killing. However, the AbM tunnelcrawler is also extremely curious and enjoys exploring and recon-naissance.

The creature is extremely loyal and brave, with nerves ofsteel. They are extremely capable fighters and can be quitemerciless when provoked or protecting a friend. They can movequickly and quietly, their six legs giving them great stabilityand superb climbing abilities, including climbing up and walkingupside down on the under side of rocks and trees.

Model Type: AbM Tunnel Crawler — Seek & Destroy — Re-connaissanceClass: CyborgM.D.C. by Location:

Arms (2) — 20 eachLower arms & hands (2) — 90 eachLegs (6) — 40 eachContainment Chamber — 90*Forward Ion Guns (2) — 20 each*Head — 50**Main Body — 200 (include forward plating)* Destroying the head will eliminate all optics and sensory

systems, and reduces the maximum speed, number of meleeattacks and all bonuses by half. Note: The head is a small anddifficult target to hit. Thus, it can only be hit when a charactermakes a called shot and even then the attacker is - 3 to strike.

* The tiny ion guns are equally difficult to hit.**Depleting the M.D.C. of the main body destroys the

cyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionic

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powers, the creature is totally helpless and will die within 5D6days.

SpeedRunning: 50 mph (80 km) maximum; climbing or walking onceilings (upside down) is one-third the maximum speed.Leaping: 10 feet (3 m) high or across.Flying: Its secondary means of movement is a limited anti — grav-ity propulsion system similar to the wasp's. 50 mph (80 km),cruising speed is typically about half, maximum altitude is 2000feet (610 m).Range: Unlimited.

Statistical DataHeight: 5 feet (1.5 m)Width: 6 feet (1.6m)Length: 7 feet (2.1m)Weight: 2.4 tonsCargo: NoneArmored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4 x 100,000 if less. The crystals cannot be dup-licated!

Alignment: Any except diabolic or miscreant evil. Typicallyprincipled or scrupulous.

Horror Factor: 9Physical Strength: Equal to a P.S. 20Other Attributes of Note: I.Q. 2D6 + 5, M.E. 2D6 + 8, M.A.2D6 + 2, andP.P.E. 2D6.Number of Attacks Per Melee: Five physical orpsionic attacks.Combat Bonuses (includes all bonuses): +3 on initiative, +5

to strike with ion beams, + 5 to strike with a punch, +4 tostrike with a flying body block/ram, +5 to parry, +6 tododge, +3 to pull punch, +3 to roll with impact, +4 tosave vs horror factor, and + 2 to save vs psionic attacks, + 2to save vs magic and poison.

Psionics: Minor psionic. lD6x 10 + 601.S.P. and possesses tele-pathy, empathy, presence sense, see the invisible, see aura,sense magic, detect psionics, and mind block.

Average Level of Experience: 1D4 + 2Skills of Note: All espionage (+10%), basic math ( + 30%),

prowl (+15%), climb ( + 20%), land navigation ( + 20%),computer operation ( + 5%). Weapon proficiencies includeW.P. energy pistol, energy rifle, sword and blunt.

K. S/fMBIEDA

Weapon Systems1. Ion Pulse Blasters (2): A powerful close range weapon that

can fire single or double blast. The weapon has its own target-ing computer.

Primary Purpose: Assault and extermination.Weight: Not applicable; it is part of the power armor's body.Mega-Damage: 2D6 M.D. per single energy pulse or 4D6 M.D.per twin blasts (counts as one melee attack).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1200 feet (366 m)Payload: Effectively unlimited; patched into the armor's powersupply.2. Nerve Gas: A gas toxic to most mammals can be released

in the form of a greenish colored cloud (covers a 20 ft/6 marea). The gas has no effect on mega-damage creatures orcharacters enclosed in an environmental suit or vehicle.

Primary Purpose: ExterminationWeight: Not applicable; it is part of the power armor's body.Damage: 1D6 direct to hit points and 6D6 additional S.D.C.damage per every exposure and each additional melee round (15seconds) of exposure to the toxic cloud.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 100 feet (30.5 m), covering a 20 foot (6 m)area per discharge.Payload: Six per hour. The toxic cloud is produced by glandsinside the Mechanoid organism.3. Energy rifles, pistols and other lightweight hand-held

weapons can be used by the Mechanoid.4. Hand to Hand Combat: Rather than use a distance weapon,

the Mechanoid can engage in hand to hand combat using itsfists and/or hand-held weapons.

Restrained Punch: 2D6 + 5 S.D.C.Full Strength Punch or Kick: 1D4 M.D.Flying or leaping body block/ram: 1D6 M.D. damage and

has a 1-50% chance of knocking one's opponent off his feet(victim loses initiative and one melee attack), but counts astwo melee attacks.

5. Sensor Systems of Note: Same as the Runner.

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The Evil MechanoidsThe evil Mechanoids are designed as non-player character

villains. They are NOT recommended as player characters. All"true" or "pure" Mechanoids are maniacal creatures bent on thetorture and destruction of humans and human-like species! The"true" Mechanoids live and work in a strict hierarchical, hive-likesociety and share the same goals: to gather knowledge, conquernew worlds and exterminate all humanoid life. All work toaccomplish these goals in a cooperative manner.

It is important to note just what is the hierarchy within theMechanoid society. There are only four "free-thinkers." Thesebeings have free will, independent thoughts, ideas, personality,alignments and disposition. The four serve as the leaders, scien-tists, scholars and thinkers within the Mechanoids' hive society.

The ultimate power is the Mechanoid Overlord, next is theimaginative Oracle, followed by the Brain and the Runner. Theseare the villains who will hatch elaborate schemes and treacherousplots, conduct cat and mouse games with the enemy, performstrange experiments, enjoy slow torture of humanoids anddevelop the strategy and tactics for military campaigns. Theygive the Mechanoid race order and purpose, the others followtheir lead.

The majority of the other Mechanoids are also intelligent,possess some measure of personality, and are capable of originalthoughts. However, they are not as intelligent or curious as thefree-thinkers and are also driven by strong instincts. Primordialneeds and responses are a deliberate part of their very essence.These instincts make them merciless hunters and dedicated work-ers, programmed to obey their superiors without question andto work as a unit for the betterment of the society. Thus, whilethese more simple-minded Mechanoid organisms experience thesame psychological trauma, emotions and hatred toward humans,they express themselves in a much more direct and destructiveway. This is especially true of the predators like the wasp, bruteand exterminator, and why they are charged with the huntingand elimination of humanoids. Only a handful of Mechanoids,like the haulers, diggers, and brain pools are effectively mindlessdrones, but they are the exception, not the rule.

All "true" Mechanoids, whether a free thinker, warrior ordrone, loyally serve the Mechanoid race. This is due to thestructure of the Mechanoid hive-like society and their inbredinstincts. Furthermore, the creatures have little need for recre-ation or diversion. Each Mechanoid type has been designed toa specific genetic, physical and mental position to perform itsparticular function within their society. With the possible excep-tion of the four free-thinkers and the Aberrant Mechanoids, theydo not question their existence or their place in it. Each is a cogin a well oiled machine. Each performs its duties without fear,regret, or question. The whole must survive and each is part ofthe whole. This is the way things have been for thousands ofyears and so it shall continue. Only the AbM mutants havebroken away from this narrow-minded existence.

S/Of VIEW

Mechanoid OverlordFree-Thinker & Commander-

The Overlords are the prime movers and ultimate leaders ofthe Mechanoid race. Following the hive analogy, they would bethe designated queens. ALL Mechanoids answer to the overlords,including the other three free thinkers, the oracle, brain andrunner. Typically only one or two overlords will be found com-manding an entire planet and only one commands a planet-sizedmothership. Discovering more than two on a single planet orship is a rarity (none are likely to have arrived on Rifts Earth— GM's choice). They seldom leave the ship, planet or a baseof operation unless the situation demands it. If an overlord shouldbe slain, the brains will assume his duties to the best of theirabilities.

Overlords are extremely analytical, logical and methodicalthinkers. They can organize and process a vast amount of dataat amazing speeds and make the most difficult decisions quicklyand with total confidence. They are superb strategists and boldleaders, as well as masters in mathematics, engineering, naviga-tion, physics, genetics, cloning and biology. Most importantly,they alone hold the secrets of creating the Mechanoid powercrystals (by converting and processing the energy of a sun; whichis destroyed in the process). Likewise, the overlords are the onlyMechanoids who can directly access the living master computers.

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Model Type: Overlord: Free thinker, prime mover, strategist,scientist and supreme leader.Class: CyborgM.D.C. by Location:

Hands (2) — 50 eachArms (2) — 120 eachLarge Lower Jet (1) — 300Small Rear Jets (2) — 10 eachParticle Beam Cannon (1) — 120Containment Chamber — 120*Forward Sensor Dome (1, head) — 120**Main Body — 500 (front) and 700 (rear; heavy plating)* Destroying the sensor dome will knock out all optic and

sensor systems, including radar. The creature must rely on itsnormal vision and psionic senses. Note: The sensors are com-paratively small and require attackers to make a called shot.Even then the attacker is - 2 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days. Note: The overlord can also survive for 1D6 hours withoutany environmental system and has an S.D.C. of 100.Speed

Running: Not possible.Leaping: Not possible.Flying: Its means of movement is a combination of anti-gravityand a plasma thermo-propulsion system built into its lowerbody area. Maximum speed is Mach One, about 670 mph(1072 km); cruising speed is typically about half. Maximumaltitude is 20,000 feet (6100 m).Range: Unlimited.

Statistical DataHeight: 40 feet (12.2 m)Width: 14 feet (4.3 m)Length: 24 feet (6.4 m)Weight: 40 tonsCargo: NoneArmored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid Overlord is able tosurvive outside its containment chamber longer than any otherMechanoid, about 1D6 hours!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years or moreenergy 2D4x 100,000 if less. The crystals cannot be dupli-cated!

Alignment: Any, typically aberrant evil.Horror Factor: 15Physical Strength: Equal to a P.S. 40Other Attributes of Note: I.Q. 2D6+18, M.E. 2D6 + 18,M.A.2D6+16, andP.P.E. 6D6.

Number of Attacks Per Melee: Six physical or psionic attacks.Combat Bonuses (includes all bonuses): + 6 to strike with par-

ticle beam, + 4 to strike with all other weapons. + 5 to strikewith a punch, + 5 to parry, + 5 to dodge, + 2 to pull punch,+ 3 to roll with impact, + 8 to save vs horror factor, + 8 tosave vs psionic attacks, and + 4 to save vs magic and poison.

Psionics: Master psionic but considered a mind melter.1D6 x 100 + 23001.S .P.! Psionic powers include all sensitive,physical and super.Average Level of Experience: 1D6+10

Skills of Note: All engineering, electrical, science, pilot related,computer and communication skills. Weapon proficienciesinclude W.P. heavy energy weapons and blunt.

Weapon Systems1. Triple-Barrel Particle Beam Cannon (1): This weapon is

similar to the cannons of the wasp, except that it is muchlarger, providing greater range and is fixed forward on thehead of the Mechanoid. The weapon has its own targetingcomputer which gauges distances and adds to its accuracy.

Primary Purpose: AssaultWeight: Not applicable, it is part of the power armor's body.Mega-Damage: 1D4 x 10 M.D. per single blast or 3D4 x 10M.D. per triple blast (all fire at the same target).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 6000 feet (1829 m).Payload: Effectively unlimited; patched into the armor's powersupply.

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2. Hand-held weapons can be used by the overlord. Giantweapons can be used by the hands while smaller weaponscan be operated using telekinesis or ectoplasm ( — 2 to strike).

3. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combatusing its fists and/or hand-held weapons.

Restrained Punch: 6D6 + 25 S.D.C.Full Strength Punch: 4D6 M.D.Power Punch: 1D6 x 10 M.D., but counts as two attacks.Burn opponents beneath it with its plasma jets: 1D4X 10

M.D.Flying Body Block/Ram: 4D6 M.D. damage and has a

1-60% chance of knocking one's opponent off his feet (victimloses initiative and one melee attack), but counts as two meleeattacks.

4. Sensor Systems of Note:Optics: Full optical systems, including the visible light

spectrum, infrared, ultraviolet, polarization, passive night vis-ion (light amplification), thermo-imaging, laser targeting, andtelescopic. Telescopic optics function like built-in binocularswith a range of about two miles (3.2 km). All the other opticsystems have a range of about 5200 feet (1560 m).

Radar: Can identify and track up to 500 targets simultane-ously, at a range of 50 miles (80 km). Applicable to flyingtargets at 500 feet above the ground or higher. The radar cannot track ground movement.

Other Sensors: Heat and motion detection with a 1200 ft(366 m) range. Molecular analyzer and radar and radiationdetectors (effectively the same as human bionic system).

Radio Communication: Long-range directional radio.Range: 500 miles (800 km). The radio system can also eaves-drop on enemy transmissions and track transmissions to theirsource (60% success ratio); tracking range is limited to 100miles (160 km).

Built-in Language Translator: Same as the portable unit;see Rifts RPG, page 247.

Oracle —————————————————The oracle was once the most mysterious of the Mechanoids.

They exhibited an uncharacteristic love for art, music and creativ-ity, as well as an understanding, compassion and gentlenesstoward other life forms, including humans. Before the appear-ance of the AbM mutants, most were of a good alignment andavoided having an active hand in the annihilation of humanoids.They preferred to philosophize and create things rather than todestroy. They were visionaries, artists, philosophers and dream-ers. In many ways, the oracle represented all the good that theMechanoid race could accomplish.

In the old days, an increasing number of the Mechanoid Ora-cles began to sympathize with the humanoids' plight and beganto question the logic and morality of their genocide quest. Someeven secretly helped captives and refugees to escape. It is likelythat an oracle(s) was responsible for the mysterious mutationthat created the AbM mutants. However, the new, "true"Mechanoids as they sometimes refer to themselves, believe theyhave found and eliminated the cause of these mutations. Toinsure this never happens again, the new, Mechanoid Oracleshave been subjected to genetic reconstruction, making the crea-

ture far more single-minded and aggressive toward humanoids.The cost has been the loss of their compassion, objectivity andlove for the arts.

The improved/altered oracles are no longer the compassionate,inquisitive artists who often served as the conscience of theMechanoid race. Instead they have become fanatics consumedwith finding humanoids and developing new ways to torturethem before they are destroyed. They are mean-spirited monsterswho delight in the suffering and manipulation of humanoids. Itwas an oracle who immediately recognized the incredible poten-tial of Rifts Earth as a gateway to thousands of humanoid worlds.It was the same oracle who devised the plan to quickly splinterinto smaller groups to create more clones and to uncover thesecrets of dimensional travel. Even so, the other Mechanoidskeep a watchful eye on all oracles.

Note: Only one or two oracles should have made it to RiftsEarth. These villains serve as the masterminds of theMechanoids' campaign and will personally focus on establishinga genetics and cloning facility to make more. The oracle leaderon Earth will always be protected by four wasps, two brains,four runners, two type one brutes and a dozen thinmen whoaccompany it everywhere.Model Type: Oracle: Free thinker, genetics engineer, and sys-tems analyst.Class: CyborgM.D.C. by Location:

Containment Chamber — 120*Forward Sensor Dome — 120**Main Body — 500* Destroying the sensor domes will knock out all optic and

sensor systems, including radar. The creature must rely on itsnormal vision and psionic senses. Note: The sensors are com-paratively small and require attackers to make a called shot.Even then the attacker is — 2 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days. Note: The oracle can also survive for 1D6 x 10 minuteswithout any environmental system and has an S.D.C. of 300.Speed

Running: Not possible.Leaping: Not possible.Flying: The oracle has an anti-gravity propulsion system thatenables it to hover at great speeds. Maximum speed is Mach1.2 (about 750 mph/1200 km); cruising speed is typicallyabout half. Maximum altitude is 1000 feet (305 m).Range: Unlimited.

Statistical DataHeight: 42 feet (13 m)Width: 40 feet (12.2 m)Length: 130 feet (39.6 m)Weight: 120 tonsCargo: NoneArmored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This also

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makes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid Oracle is able tosurvive outside its containment chamber for about 1D6X 10minutes.

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years or moreenergy, 2D4 X 100,000 if less. The crystals cannot be dupli-cated!

Alignment: Any, typically anarchist, miscreant or aberrant.Horror Factor: 13Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6+ 16, M.E. 2D6+ 16, M.A.

2D6+16, and P.P.E. lD6x 10.Number of Attacks Per Melee: Five psionic attacks or five hand

to hand/weapon attacks by means of telekinesis or ectoplasm.Combat Bonuses (includes all bonuses): Combat using telekinesis

or ectoplasm: + 3 to strike, +4 to parry, + 2 to pull punch.Also +6 to save vs horror factor, +6 to save vs psionicattacks, and +4 to save vs magic and poison.

Psionics: Master psionic with 2D6x 100+ 3000 I.S.P.! ALLpsionic powers, including healing, sensitive, physical andsuper.

Average Level of Experience: 1D4+10Skills of Note: All engineering, electrical, science, technical,

pilot related, computer and communication skills, plus M.D.in cybernetics, play musical instruments, sing and cook (usestelekinesis or ectoplasm where physical manipulation is re-quired) .

Weapon Systems

1. Hand-held weapons can be used by the oracle by using itstelekinetic or ectoplasm powers (no strike penalty).

2. Hand to Hand Combat: The oracle has no hands or legsand must rely on its psionic powers in combat. However, itcan ram into an opponent, inflicting 1D6X 10 M.D. and hasa 1-80% chance of knocking one's opponent off his feet(victim loses initiative and one melee attack), but counts astwo melee attacks.

3. Sensor Systems of Note: Same as the overlord.

Mechanoid BrainThe Mechanoid brain is not unlike a general in an army,

although they sometimes change hats to play the role of the madscientist. They wield great authority and nearly absolute controlover those assigned to their command. Only an oracle or overlordcan supersede the authority of a Mechanoid Brain. As far as theaverage human can tell, it is the ever present brain, commandinghis troops, who is the leader of the Mechanoids — the overlordand oracle are seldom observed in action.

The Mechanoid brains have a fairly free hand in exactly howthey conduct themselves and lead their troops. As will allMechanoids, its genetic code and mental conditioning preventit from wavering too far from its instinctive purposes to gatherinformation, conquer and destroy humanoids. The only devia-tions are exactly how these things are coordinated and ac-complished.

The brain's duties within the Mechanoids' society are variedand numerous. They supervise and coordinate almost every func-tion of activity, including scientific study, experimentation, dataanalysis, navigation, cloning, cybernetics, manufacturing, troopmovements, and many other daily tasks.

They are crafty, with a good head for strategy and tactics, aswell as organization. They are maleficent creatures who despisehumanoids and can be cruel beyond belief when it comes totorturing and tormenting prisoners.

The old-styled body housing has been completely redesigned,with combat situations in mind. The new body style completelyencapsulates the living organism in a protective armored bubble.The lower body has insect-like legs that are combined with abulbous upper body, to give the appearance of a spider. Thefour legs are perfect for traveling over a variety of terrains andprovide increased ground speed. The lower body also has anti-gravity flight capabilities for even greater speed and diversityof movement. Two large and two small jets are built into therear of the upper body for underwater and space propulsion.

The upper body can detach and reattach itself to the lowerbody. Simple hover jets built into the undercarriage providesreasonable movement (the anti-gravity system is housed in thelower body). The separation of the upper body from the lowerbody can be useful in fitting into smaller openings, tricking an

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opponent and for accessing brain pools. Two arms are also builtinto the upper body.

As for weapons, one finger on each hand still has the concealedlaser. The cyborg can also use hand-held weapons, but it nowhas a plasma sphere built into the forward section of its lowerbody as a means of defense.

Note: They are one of the four Mechanoids authorized to linkwith a Mechanoid brain pool (computer). The runner is thebrain's right-hand man, with the brute not too far beneath him.Typically, wherever one finds a brain, 1D4 runners and/or brutesare not far away.

Evil brains who survive on Rifts Earth will dedicate themselvesto establishing a genetics and robotics factory for the creationof an army of clones and robots. However, they will need runnersto assist them. Otherwise, the brains will dedicate themselvesto secretly undermining the power structures of the natives bymanipulating humanoids and non-humans alike. Remember,brains are powerful master psionics who use their powers tocause mayhem and death.Model Type: Brain: Free thinker, coordinator, commander andscientist.Class: CyborgM.D.C. by Location:

Hands (2) — 10 eachArms (2) — 50 eachLarge Rear Jets (2) — 30 eachSmall Rear Jets (2) — 10 eachForward Plasma Sphere (1) — 25Containment Chamber — 120*Forward Sensor Domes (3) — 20 each**Main Body (upper portion) — 150***Lower Body — 120* Destroying the sensor domes will knockout all optic and

sensor systems including radar. The creature must rely on itsnormal vision and psionic senses. Note: The sensors are com-paratively small and require attackers to make a called shot.Even then the attacker is - 2 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days. Note: The brain can also survive for 6D6 minutes withoutany environmental system. It has an S.D.C. of 35.

***Depleting the M.D.C of the lower body destroys the anti-gravity system and the power of flight, leaving the upper bodywith its slower, more limited hover jet system.Speed

Running: 50 mph (80 km) maximum. Note: movement doesnot tire the Mechanoid inside.Leaping: 10 feet (3 m) high or across.Flying: Its secondary means of movement is a limited anti-gravity propulsion system built into its lower body. Maximumspeed is 200 mph (320 km); cruising speed is typically abouthalf. Maximum altitude is 20,000 feet (6100 m). The morelimited hover jet system of the upper body has a speed of 60mph (96 km) and a maximum altitude of 500 feet (153 m).

Range: Unlimited.

Statistical DataHeight: 14 feet (4.2 m)Width: 6 feet (1.8m)Length: 8 feet (2.4 m)Weight: Three tonsCargo: There are two small storage compartments in the rear of

the lower body about the size of a car trunk.Armored Body: Standard full environmental system. Note: The

Mechanoid Brain is able to survive outside its containmentchamber for about 6D6 minutes!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years or moreenergy, 2D4 x 100,000 if less. The crystals cannot be dupli-cated!

Alignment: AnyHorror Factor: 13Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6+ 15, M.E. 2D6+ 13, M.A.

2D6+ll,andP.P.E. 5D6.Number of Attacks Per Melee: Four physical or psionic attacks.Combat Bonuses (includes all bonuses): + 5 to strike with laser,

+ 3 to strike with plasma generator and all other weapons.+ 3 to strike with a punch, + 3 to parry, + 3 to dodge, + 1to pull punch, +2 to roll with impact, +6 to save vs horrorfactor, and +4 to save vs psionic attacks, +2 to save vsmagic and poison.

Psionics: Master psionic with lD6x 100+ 1400 I.S.P.! Psionicpowers include all healing and all physical powers, plus tele-kinesis (super), telepathy, empathy, empathic transmission,bio-manipulation, hypnotic suggestion, mentally possessothers, mind bond, mind wipe and mind block auto-defense.

Average Level of Experience: 2D4 + 6Skills of Note: All medical skills (excluding holistic medicine)

at 95%, all science and pilot related skills at 98%, computeroperation and programming at 98%, computer hacking 68%,pilot hover vehicle, robot vehicle (and robot combat: basic),and spaceship at 90%. Weapon proficiencies include W.P.energy pistol, energy rifle and knife.

Weapon Systems

1. Forward Plasma Generating Sphere (1): The dark spherein the front of the lower body is the plasma generator. Thisis a powerful weapon that can inflict massive damage. Fortu-nately, it is limited to two blasts per melee and has a shortrange compared to most Mechanoid weapons.

Primary Purpose: DefenseWeight: Not applicable; it is part of the body.Mega-Damage: 1D4X 10 M.D.Rate of Fire: Twice per melee (can be combined with laser orother methods of attack).Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the armor's powersupply.2. Laser Fingers (2): A utility laser is built into the first finger

of each hand (concealed). It is an S.D.C. weapon used fordissection, surgery and soldering.

Primary Purpose: ToolWeight: Not applicable; it is part of the body.

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Damage: Laser finger: 1D6 to 1D6X 10 S.D.C. (regulated by1D6 increments).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 50 feet (15m)Payload: Effectively unlimited; patched into the armor's powersupply.3. Energy rifles, pistols and other hand-held weapons can be

used by the Mechanoid Brain.4. Hand to Hand Combat: Rather than use a long-range

weapon, this Mechanoid can engage in hand to hand combatusing its fists and/or hand-held weapons. The creature canalso use its psionic powers of telekinesis or ectoplasm towield weapons or hurl objects.

Restrained Punch: 4D6+ 15 S.D.C.Full Strength Punch or Kick: 1D6 M.D.Power Punch: 2D6 M.D., but counts as two attacks.Body block/ram: 2D6 M.D. damage and has a 1-50%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

5. Sensor Systems of NoteOptics: Full optical systems, including the visible light

spectrum, infrared, ultraviolet, polarization, passive night vis-

ion (light amplification), thermo-imaging, laser targeting, andtelescopic. Telescopic optics function like built-in binocularswith a range of about two miles (3.2 km). All the other opticsystems have a range of about 5200 feet (1560 m).

Radar: Can identify and track up to 72 targets simultane-ously, at a range of two miles (3.2 km). Applicable to flyingtargets at 500 feet above the ground or higher. The radar cannot track ground movement.

Radio Communication: Medium range directional radio.Range: 100 miles (160 km). The radio system can also eaves-drop on enemy transmissions and track transmissions to theirsource (60% success ratio); tracking range is limited to 20miles (32 km).

Built-in Language Translator: Same as the portable unit;see Rifts RPG, page 247.

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The Multi-Brain Combat VehicleThe old-style Mechanoid Brains had several different types

of body housings, each of which provided greater mobility underdifferent conditions. This new cyborg body is superior and de-signed to operate in many different environments. The onlyadditional vehicle specifically designed for the brain is the Multi-Brain.

Armored Body: Heavily armored vehicle with full environmentalsystem.Sensor Systems: Same as the overlord.Power System: A Mechanoid power crystal gives the vehicle a

life of 50 years before requiring a replacement crystal.Black Market Value: The Market will pay 2D4 million credits

for a Mechanoid power crystal that has 40 years left in it andwill pay another 2D4 million credits for a functioning plasmacannon (so they can try to duplicate it). The anti-gravitysystem is too complex and alien to duplicate (operated psion-ically) and only worth a few hundred-thousand credits to thecurious.

Total Number of Attacks Per Melee: Twelve (12)! If necessary,the big plasma cannon, with its missile launchers, can detachfrom the larger, lower body. When this is done, the cannonloses the speed and mobility provided by the anti-gravitysystem of the main body, as well as half the combat bonusesand long-range sensor systems. Maximum speed for the can-non is 100 mph (160 km) and its total number of attacks permelee is six.

Vehicle Combat Bonuses (includes all bonuses): + 2 on initia-tive, + 5 to strike using lasers, +4 to strike with plasmacannon, +3 to strike with all other weapon systems, +4 tostrike and parry using retractable arms, +4 to dodge, + 2 toroll with impact.

The multi-brain is a large vehicle operated by three to sixbrains. It is reserved primarily for extremely hostile environmentsand used for transportation, exploration and defense. The newtank-like design reflects the Mechanoids' increased aggressiveand no-nonsense attitude. A minimum of three brains are requiredto operate the vehicle at maximum efficiency; two to four in thelower portion and one or two in the top, cannon section. Thebrains themselves remain clad in their usual spider-like bodyhousing while inside the multi-unit.

Model Type: Multi-Brain housingClass: Combat and exploration vehicleCrew: Three to six brainsM.D.C. by Location:

Hands/Claws (2) — 30 eachArms (2) — 80 eachPlasma Cannon (upper body) — 140Medium Range Missile Tubes (2) — 40 eachMini-Missile Turret (1, 3 launchers) — 100Laser Turrets (2) — 80 eachSearchlights (2, on the sides) — 10 eachLarge Rear Jet (1) — 80Small Rear Jets (2, on the sides) — 30 eachContainment Chambers — None*Forward Sensor Domes (2) — 80 each**Main Body (lower portion) — 400* Destroying the sensor domes will knockout all optic and

sensor systems including radar. The creatures must then rely ontheir shorter range cyborg systems and psionic senses. Note:

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The sensors are comparatively small and require attackers tomake a called shot. Even then the attacker is -2 to strike.

**Depleting the M.D.C. of the main body destroys the vehicleand its anti-gravity system, however, the plasma cannon candetach and keep on fighting but at a slower pace. The three tosix brain pilots should be clad in their cyborg body housingsand can also continue to fight on foot.GM Note: Only 1D6 of these vehicles made it through the rift.Speed

Flight: Mach 1 — about 670 mph (1070 km); cruising speedis typically half.

The flight, speed and aerial movement is made possibleby a mentally controlled anti-gravity system operated by oneof the brain pilots, while the others operate the big cannon,secondary weapon systems and/or monitor sensors. Like thewasp, the system enables the pilot to reach great speeds whilemaintaining absolute control and precision maneuvering. Thesystem is so amazing that the vehicle can go from 0 to MachOne in three seconds and come to a complete stop in aninstant! Maximum altitude is virtually unlimited.Range: Unlimited.

Statistical DataHeight: 21 feet (6.4 m); the cannon turret is 7 feet (2.1 m)Width: 25 feet (7.6 m); the cannon is 10 feet (3 m)Length: 40 feet (12.2 m); the cannon is 35 feet (10.7 m)Weight: 62 tons; the cannon turret alone is 18 tons.Cargo: 6 x 6 x 6 foot (1.8m) storage bay.

Weapon Systems1. Forward Plasma Turret (1) and Missile Launchers (2):

This is a devastating weapon of immense power and greatrange. In addition to the plasma cannon, the vehicle has amissile tube located on each side of the cannon. These firemedium range missiles and have independent laser targeting.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: Plasma cannon: 2D4 x 10 M.D., medium rangemissiles: 2D4 x 10 M.D.Rate of Fire: The plasma cannon can fire only four times permelee round (every 15 seconds), but can be combined withmissiles, laser and other methods of attack within that samemelee. The medium range missiles can be only fire one at atime and each launch counts as one attack action.Effective Range: Plasma cannon: 8000 feet (2438 m), about amile and a half. Medium range missiles: 40 miles (64.3 km)and travel at a speed of Mach 3.Payload: The plasma cannon is effectively unlimited; patchedinto the armor's power supply. The medium range missiles arelimited to four per launch tube, eight total.2. Mini-Missile Launcher (one turret, there launch tubes):

Located on the right side, toward the rear of the plasmacannon is an appendage with three domed hatches. This is amultiple mini-missile launcher.

Primary Purpose: AssaultWeight: Not applicable; it is part of the power armor's body.Mega-Damage: lD4x 10 M.D. per each mini-missile.Rate of Fire: One at a time or in volleys of two or three. Avolley counts as one melee action/attack regardless of the numberof missiles. A total of four volleys can be launched per meleeround.

Effective Range: One mile (1.6 km or approximately 1600 m)Payload: Each of the three launch tubes houses 24 mini-missilesfor a total of 72!3. Laser Turrets (2): A pair of high-powered variable lasers

are mounted in the center of the lower body. Both are variablefrequency lasers designed to overcome laser resistant armor.Each weapon has its own targeting computer which analyzesthe reflectiveness of a surface as well as distances. After onemelee round, the computer is able to adjust to the light fre-quency that will inflict maximum damage to the target. Theturrets can rotate 360 degrees and have a 10 degree up anddown arc of fire.

Primary Purpose: AssaultWeight: Not applicable; they are part of the power armor's body.Mega-Damage: 2D6 M.D. or 4D6 M.D. (two settings). The twoturrets can be operated and moved independent of each other ormade to fire simultaneously at the same target, inflicting1D4X 10 + 6 per double blast (counts as one attack).Rate of Fire: As many as twelve per melee round; each blastcounts as one melee action/attack.Effective Range: 6000 feet (1828 m)Payload: Effectively unlimited; patched into the armor's powersupply.4. Utility Arms (2): Two powerful mechanical arms are located

in housings on the side of the vehicle. They can be used tocollect specimens, pick up, hold and carry objects or forcombat.

Range/Length: 50 ft (15 m) reachAttacks Per Melee: Up to six total.Damage:

Restrained Punch: 6D6+ 15 S.D.C. (P.S. 30)Full Strength Punch: 3D6 M.D.Power Punch: 6D6 M.D., but counts as two melee attacks.Crush/Squeeze: 2D6 M.D. per each melee action of squeezing.Body block/ram: 4D6 M.D. damage and has a 1-75% chance

of knocking one's opponent off his feet (victim loses initiativeand one melee attack), but counts as two melee attacks.5. Sensor Systems of Note: Same as the individual brain, except

the ranges are all doubled and the radar can track and identify500 different targets.

Mechanoid Runner ——————————The runner is a creative, resourceful and ingenious free thinker

who serves as the right-hand assistant to the brains and overlords.They are often the heads of research and development, communi-cations, physics, engineering, robotics, genetics, cloning andother scientific pursuits. As master genetic engineers they areresponsible for much of the experimentation and torture onhumanoids. They are usually found in the company of otherMechanoids or commanding robots.

The new body housing is similar to the old design but offersgreater speed, agility and protection.

Note: Evil runners who survive on Rifts Earth will dedicatethemselves to building a genetics and robotics factory to createan army of Mechanoid clones and a legion of combat robots.Others will try to find a way of contacting their main fleet tosummon reinforcements. None will actively learn magic or howto use it to open a rift, because the pursuit of magic is forbidden.

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Instead, they will observe the phenomena and try to find aninhuman ally to open a dimensional rift for them.

Model Type: Runner—Freethinker, scientist and technician.Class: CyborgM.D.C. by Location:

Laser Rod (1, typically the left forearm) — 40Hands (1 or 2) — 20 eachLower Arms (2) — 30 eachUpper Arms (2) — 50 eachLegs (2) — 100 each

Hover Pod (an optional accessory) — 150Containment Chamber — 120*Head — 90**Main Body — 150 (also see psionic force field)

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* Destroying the head will eliminate all optics and sensorysystems, reduces the maximum speed, the number of meleeattacks and all bonuses by half. Note: The head is a small anddifficult target to hit. Thus, it can only be hit when a charactermakes a called shot and even then the attacker is - 3 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: 90 mph (112.6 km) maximum. Note that the act ofrunning does not tire the Mechanoid inside.Leaping: The powerful robot legs can leap up to 20 feet (6m) high or across unassisted by psionic telekinesis.Hying: Flight is not possible without the addition of a hoverplatform. The propulsion system enables the pod to hover inplace or fly at speeds of up to 200 mph (320 km); cruisingspeed is typically about half. Maximum altitude is 20,000feet (6100 m).Range: Unlimited.

Statistical DataHeight: 15 feet (4.6 m)Width: 6 feet (1.8m)Length: 8 feet (2.4 m)Weight: 2.2 tonsCargo: None.Armored Body: Standard: See the Mechanoid Brain. Note: The

Mechanoid will die in 1D4 minutes if the containmentchamber is breached — they cannot breathe Earth's atmos-phere!

Power System: Standard: 100 years.Black Market Value: Standard: The Market will pay 2D4 million

credits for a Mechanoid power crystal that has 50 years ormore energy, 2D4 X 100,000 if less. The crystals cannot beduplicated!

Alignment: Any, but typically selfish or evil.Horror Factor: 11Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6 + 12, M.E. 2D6 + 10, M.A.

2D6 + 8, andP.P.E. 4D6.Number of Attacks Per Melee: Five physical or psionic attacks.Combat Bonuses (includes all bonuses): +1 on initiative, +5

to strike with laser rod, + 3 to strike with all other weapons.+ 4 to strike with a punch or kick, +4 to parry, +4 to dodge,+ 2 to pull punch, +2 to roll with impact, +2 to strike ona body block/ram, + 5 to save vs horror factor, and + 3 tosave vs psionic attacks.

Psionics: Major psionic but considered a mind melter.lD4x 100 + 290 I.S.P. and possesses all sensitive psi-pow-ers, plus hypnotic suggestion, telekinetic force field, and tele-mechanics.

Average Level of Experience: 1D4 + 6Skills of Note: All communication skills at 98%, all electrical,

mechanical, and pilot related skills at 90%, basic and ad-vanced math 98%, computer operation and programming at90%, computer hacking 40%, pilot hover vehicle and

spaceship at 85%, and intelligence, forgery, tracking, wilder-ness survival, and land navigation, all at 75%. Weapon pro-ficiencies include W.P. energy pistol, energy rifle and heavyenergy and knife.

Weapon Systems1. Multi-Purpose Forearm Laser Rod: This multi-purpose ap-

pendage is used as both a weapon and a tool. The long-rangelasers are variable frequency lasers designed to overcomelaser resistant armor. The weapon has its own targeting com-puter which analyzes the reflectivity of armor and substancesas well as distances. After one melee round, the computer isable to adjust to the light frequency that will inflict maximumdamage to the target. The laser is accurate and deadly.

Primary Purpose: Multiple; weapon and tool.Weight: Not applicable; it is part of the body.Mega-Damage: Long-range laser: 4D6 M.D. or 6D6 M.D. (twosettings), short-range laser: 1D6 M.D. or 3D6 M.D., laser scal-pel: 1D6 to 1D6X 10 S.D.C. (regulated by 1D6 increments) or1D4 M.D.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: Long-range laser: 5200 feet (1560 m), short-range laser 1200 feet (366 m), laser scalpel: one foot (0.3 m).Payload: Effectively unlimited; patched into the armor's powersupply.2. Rail Guns, energy weapons and other weapons can be sub-

stituted in an emergency or as a back-up weapon.

3. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combatusing its fists and/or hand-held weapons.

Restrained punch: 4D6+ 15 S.D.C.Full strength punch: 2D4 M.D.Kick: 3D6 M.D.Leap Kick: 5D6 M.D., but counts as two attacks.Head Butt: 1D4 M.D.Body block/ram: 2D6 M.D. damage and has a 1-50%

chance of knocking one's opponent off his feet (victim losesinitiative and-one melee attack), but counts as two meleeattacks.

4. Sensor Systems of Note: Same as the Mechanoid Brain.

5. Runner Hover Pod: The runner has a simple hover platformwhich it literally steps into for greater speed and mobility.Function: TransportationWeapons: NoneMain Body M.D.C.: 150Speed: Hover jet system of propulsion; 400 mph (640 km)with a maximum altitude of 5000 ft (1524 m).Note: This hover pod is specifically designed for use ONLYby the runner. It cannot be piloted by any other Mechanoidor human.

Mechanoid BruteThe Mechanoid brute is designed to be a commander of lesser

Mechanoids and robots — like a Sergeant or a Lieutenant in thearmy. Consequently, brutes, although a predator like the waspand exterminator, are extremely loyal to their superiors and havea cool, calculating mind. They are calm, methodical creatures

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with a good head for tactics and command and love combat andespionage more than anything else. They are fairly good leaders,particularly as a second or third in command. In addition to theirmilitary duties, brutes supervise and assist in construction, man-ufacturing, maintenance and anything else asked of them.

There are now two distinctly different styles of brute bodyarmor. Both types house the identical living organism, only themechanical body has been changed. The humans' label of "brute"reflects this Mechanoid's raw power and ferocity in battle. Likemost of its kind, the brute enjoys torturing and killing humanoids.

Type One BruteThe Mechanoids have made some dramatic changes in the

brute. The type one brute resembles the old body style exceptthat it is a little larger, has a slightly different body styling, morearmor, and housings for a battery of detachable weapons. Theaddition of the weapons gives the brute a dramatically differentappearance than the old AbM styling and makes the Mechanoidmore lethal than the exterminator and, arguably, the wasp. It isa walking tank!

The complete, three unit weapon package includes a missilelauncher, a high-powered tri-laser, and plasma cannon. Theweapons package is modular and can be broken down so thatonly one or two of the weapons are used rather than all three.Likewise, the configuration of the weapons can be adjusted asdesired. This means that a plasma cannon could be replacedwith a second missile launcher and vice versa. Only the tri-lasercan't be switched, it can only be mounted on the back of the brute.

The real disadvantage of the additional weapons is that theyslow movement, but for whatever the brute loses in speed andmobility it gains in raw firepower. Note that there is no speedpenalty for using any one optional weapon.

Model Type: Type One Brute — Infantry leader, assistant andtechnicianClass: CyborgM.D.C. by Location:

Upper Arms (2) — 60 eachLower arms & hands (2) — 100 eachLegs (2) — 150 eachContainment Chamber — 120Plasma Cannon (1, optional) — 100Tri-Laser Cannon (1, optional) — 120Missile Launcher (1, optional) — 120Secondary Sensor (1, right side) — 20*Forward Particle Beam Guns (2, tiny) — 20 each**Head/Main Body — 280* The tiny particle beam nozzles are difficult to hit, thus they

can only be struck when a character makes a called shot andeven then the attacker is -4 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.

SpeedRunning: 50 mph (80 km) or 40 mph fully loaded with weaponoptions. Leaping: 10 feet (3 m) high or across; not possiblewith weapon options.Flying: Its secondary means of movement is a limited anti-gravity propulsion system similar to the wasp's. 90 mph (144km), cruising speed is typically about half, maximum altitudeis 2000 feet (610 m). Speed is reduced to 60 mph (96 km)with weapon options.Range: Unlimited.

Statistical DataHeight: 15 feet (4.6 m) or 17 feet (5.2 m) with tri-laser.Width: 6 feet (1.8 m) or 11 feet (3.3 m) with missile launcher

and plasma cannon.Length: 8 feet (2.4 m) or 11 feet (3.3 m) with any optional

weapon system.Weight: 3 tons or 4.6 tons with full weapon system package.Cargo: None.Armored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4 X 100,000 if less. The crystals cannot be dup-licated!

Alignment: Any except diabolic or miscreant evil. Typicallyprincipled or scrupulous.

Horror Factor: 12Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6+ 10, M.E. 2D6+ 10, M.A.

2D6+10, andP.P.E. 3D6.Number of Attacks Per Melee: Five physical or psionic attacks.

The complete weapon package adds three physical meleeattacks. The weapons can be used in any combination.

Combat Bonuses (includes all bonuses): + 2 on initiative, + 5to strike with particle beams, +5 with all other weapon sys-tems, + 5 to strike with a punch, +4 to strike with a flyingbody block/ram, +5 to parry, +5 to dodge, +3 to pullpunch, +4 to roll with impact, +4 to save vs horror factor,and + 3 to save vs psionic attacks, + 2 to save vs magic andpoison. Note: Reduce all combat bonuses, except specificweapon strike bonuses, by -2 when the optional weaponpackage is used (two or more weapons).

Psionics: Major psionic but considered a mind melter.1D6 x 10+ 100 I.S.P. and possesses all physical psi-powersplus telepathy, empathy, electrokinesis, psi-sword, and mindblock auto-defense.

Average Level of Experience: 1D4 + 2Skills of Note: All communication skills (+15%), all mechanical

skills (+15%), basic electronics ( + 20%), all pilot relatedskills ( + 20%), all military skills (+15%), computer opera-tion and programming (+15%), basic math ( + 30%), pilothover vehicles and spaceships (+ 20%), prowl (+ 10%), and

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detect ambush, detect concealment, intelligence, tracking,wilderness survival, and land navigation (all + 15%). Weaponproficiencies include W.P. energy pistol, energy rifle, heavyenergy, sword and blunt.

Weapon Systems1. Particle Beam Guns (2): A pair of tiny particle beam guns

are built into the chest of the brute. Although terribly destruc-tive, these guns are fixed forward and are considered short-range weapons by Mechanoid standards. Furthermore, thebrute must turn its entire body to point and shoot.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 1D4 x 10 M.D. per single blast or 2D4 x 10 persimultaneous, double blast (aimed at the same target). A simul-taneous, double blast counts as one (1) melee attack.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1600 feet (488 m).Payload: Effectively unlimited; patched into the armor's powersupply.

2. Weapon Package Option Number One: Plasma Cannon(1 or 2): A devastatingly powerful, long-range weapon.

Primary Purpose: AssaultWeight: 1200 Ibs (540 kg)Mega-Damage: 1D4 X 10 M.D. per single blast (or 2D4 x 10 persimultaneous, double blast if two plasma cannons are used.Simultaneous, double blasts count as one melee attack).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 4000 feet (1200 m).Payload: Effectively unlimited; patched into the armor's powersupply.

3. Weapon Package Option Number Two: Tri-Laser Cannon(1): This long-range weapon can only be attached to the backof the type one brute. It is forward facing but can be raisedup and down in a 90 degree arc of fire. The lasers also havethe standard variable light frequency capabilities.

Primary Purpose: AssaultWeight: 1100 Ibs (495 kg)

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Mega-Damage: 4D6 per single blast, 1D4X10 + 6 M.D. perdouble blast or 1D6 X 10+ 10 per simultaneous, triple blast!Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 6000 feet (1828 m).Payload: Effectively unlimited; patched into the armor's powersupply.

4. Weapon Package Option Number Three: Mini-MissileLauncher (1 or 2): This is a fast loading missile launcher.The actual launch unit can rotate 360 degrees.

Primary Purpose: AssaultWeight: 900 Ibs (405 kg)Mega-Damage: lD4x 10 per missile.Rate of Fire: One at a time or in volleys of two, four, six oreight. Each volley counts as one melee attack regardless of thenumber of missiles.Effective Range: One mile (1.6 km)Payload: A single launcher can fire a maximum of eight mini-mis-siles at any one time, but holds a total payload of 40.

5. Rail guns, energy weapons and other weapons can be sub-stituted in an emergency or as a back-up weapon.

6. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combat.

Restrained Punch: 4D6+ 15 S.D.C.Full Strength Punch: 2D6 M.D.Power Punch: 4D6 M.D., but counts as two attacks.Kick: 2D6 M.D.Leap Kick: 3D6 M.D.Body Block/ram: 1D6 M.D. The brute has a 1-50% chance

of knocking its opponent off his feet (victim loses initiativeand one melee attack), but counts as two melee actions regard-less of the speed.

7. Sensor Systems of Note: Standard: Same as the brain.

Type Two BruteThe old-style brute has proven to be reliable under all types

of circumstances and environments, however, it has always suf-fered from a lack of speed and mobility. The type two brute isa lighter, faster, more mobile and versatile design. It has onlybeen in production a short while, but has been well receivedand is now in mass production.

One of its more unique features is that the top part of the unitcan detach (and reattach) and fly, leaving its legs and large armsbehind. Two joints located above the shoulders of the large armsallow the attachment of the optional weapon systems describedin the section about the Type One Brute. However, the tri-lasercannot be used; available weapons are restricted to the missilelauncher and/or plasma cannon. Flying with even one plasmacannon is awkward and makes the brute - 4 to dodge and reducesits speed, walking or flying, by 20%.

Model Type: Type Two Brute—Infantry leader, reconnaissanceagent, technician, and assistantClass: CyborgM.D.C. by Location:

Small Arms (2) — 30 eachLarge Arms (2) — 100 eachLegs (2) — 200 each

Containment Chamber — 120Plasma Cannon (1, optional) — 100Missile Launcher (1, optional) — 120*Head/Sensor — 50**Main Body (upper) — 180* Destroying the head will eliminate all optics and sensory

systems, and reduces the maximum speed, the number of meleeattacks and all bonuses by half. Note: The head is a small anddifficult target to hit. Thus, it can only be hit when a charactermakes a called shot and even then, the attacker is -3 to strike.The tiny arms are also - 3 to be struck.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: 90 mph (144 km) or 80 mph fully loaded with twoweapon options.Leaping: 30 feet (9 m) high or across or 10 feet (3 m) withone or two weapon options. Double the leaping distance whenaugmented by rear jet thrusters.Flying: As noted earlier, the upper portion of the body candetach and reattach as desired. Once loose from the legs, theupper body can fly by means of a limited anti-gravity and jetthruster propulsion system. Maximum speed is 500 mph (800km), cruising speed is typically about half. Maximum altitudeis 20,000 feet (6100 m). Speed is reduced by 100 mph (160km) with two weapon options.Range: Unlimited.

Statistical DataHeight: 12 feet (3.6 m).Width: 5 feet (1.5 m) or 10 feet (3 m) with missile launcherand/or plasma cannon.Length: 7 feet (2.1 m) or 10 feet (3 m) with plasma cannon.Weight: 2 tons or 3.2 tons with two optional weapons.Cargo: None.Armored Body: Standard full environmental system. Note: The

Mechanoid will die in 1D4 minutes if the containmentchamber is breached — they cannot breathe Earth's atmos-phere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4 x 100,000 if less. The crystals cannot be dup-licated!

Alignment: Any, typically aberrant or miscreant evil.Horror Factor: 10Physical Strength: Large arms are equal to aP.S. 30, small 20.Other Attributes of Note: I.Q. 2D6+ 10, M.E. 2D6+ 10, M.A.

2D6+10, andP.P.E. 3D6.Number of Attacks Per Melee: Five physical or psionic attacks.

Each optional weapon (total two) adds one melee attack. Theweapons can be used in any combination.

Combat Bonuses (includes all bonuses): +3 on initiative, +5with all other weapon systems, + 5 to strike with a punch, + 5

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to strike with a flying body block/ram, +5 to parry, +5 tododge, +3 to pull punch, +4 to roll with impact, +4 to savevs horror factor, and + 3 to save vs psionic attacks, + 2 to savevs magic and poison. Note: Reduce all combat bonuses, exceptspecific weapon strike bonuses, by - 1 when one or two optionalweapon packages are used.Psionics: Major psionic, but considered a mind melter with

1D6X 10+100 I.S.P. Has all physical psi-powers plus tele-pathy, empathy, electrokinesis, psi-sword (can create four,one for each hand) and mind block auto-defense.

Average Level of Experience: 1D4+1Skills of Note: All communication skills (+15%), all mechanical

skills (+15%), basic electronics ( + 20%), all pilot relatedskills ( + 20%), all military skills ( + 15%), computer opera-tion and programming (+15%), basic math ( + 30%), pilothover vehicles and spaceships (+ 20%), prowl (+ 10%), anddetect ambush, detect concealment, intelligence, tracking,wilderness survival, and land navigation (all +15%). Weaponproficiencies include W.P. energy pistol, energy rifle, heavyenergy, sword and blunt.

Weapon Systems1. Weapon Package Options are limited to either two of the

plasma cannon or missile launcher or one of each. The backmounted tri-laser is not available to the type two brute.

2. Rail guns, energy weapons and other weapons can be sub-stituted in an emergency or as a back-up weapon; often usesthe thinman's rifle and pistol.

3. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combat.Damage is listed for the large hands, the small ones do halfdamage.

Restrained Punch: 4D6+ 15 S.D.C.Full Strength Punch: 2D6 M.D.Power Punch: 4D6 M.D., but counts as two attacks.Kick: 3D6 M.D.Leap Kick: 4D6 M.D.Body Block/ram: 1D6 M.D. The brute has a 1-50% chance

of knocking its opponent off his feet (victim loses initiativeand one melee attack), but counts as two melee actions regard-less of the speed.

4. Sensor Systems of Note: Standard: Same as the brain.

Mechanoid WaspThe Mechanoid wasp is an intelligent predator that is bold,

courageous, aggressive and cunning. They are daring and flam-boyant, thriving on relentless combat and excitement. Nothingseems to rattle their nerves, even when facing a foe with superiornumbers or firepower.

They represent the very heart of the Mechanoids' infantry anddefense network and are "the" power behind the Mechanoids'air force. The term is used loosely, because the wasp functionsequally well in outer space and underwater. Their faster thansound speed enables the wasp to engage the enemy with lightningquickness and perform amazing aerial acrobatics during dog-fights. When a mothership launches an assault against a planet,a half million or more wasps compose 70% of the attack force.

Although a lesser Mechanoid within the hierarchy (the waspis seventh, just beneath the brute), they are very smart and superbstrategists and tacticians. As a result, wasps are frequently givencomplete autonomy and are allowed to act on their own initiative.They occasionally command troops, but prefer to be given freereign or to fight with other wasps rather than be slowed downby the other comparatively ponderous mechanoids. Althoughthey enjoy out and out war as much as any of the predators,they use their intelligence and cunning to deceive, confuse,separate and vanquish their opponents.

The new body design for the wasp makes them even fasterand more aerodynamic, plus it adds a little more firepower andprotective armor.Model Type: Wasp — Reconnaissance, soldier, strategist andtactician.Class: CyborgM.D.C. by Location:

Forearm Particle Beam Cannons (2) — 50 eachForward Lasers (2) — 30 eachUpper Arms (2) — 40 eachWings (2) — 100 eachContainment Chamber — 120*Head — 100**Main Body — 150* Destroying the head will eliminate all optics and sensory

systems, and reduces the maximum speed, the number of meleeattacks and all bonuses by half. Note: The head is a much largertarget than the old-style AbM wasp and is much easier to strike,requiring the character to make a called shot but without penalty.The forward lasers and particle beam cannons are now the moredifficult targets to hit and also require a called shot with a - 2penalty.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: The wasp has no legs and cannot run, walk or jump.Its sole means of movement is its anti-gravity propulsionsystem and telekinesis. It can flop along with its weapon armsor drag itself at a speed of about 10 (7 mph/12 km) maximum.Leaping: Not applicable.Flying: Mach 3 — 2010 mph (3216 km), cruising speed istypically a slow 500 mph (800 km) to Mach One.

Speed, aerial movement and the act of flying is controlledby a mentally manipulated anti-gravity system. The wasp canattain incredible speeds while maintaining absolute controland precision maneuvering. The system is so amazing thatthe wasp can go from 0 to Mach 3 in five seconds and cometo a complete stop in an instant! Maximum altitude is virtuallyunlimited.Range: Unlimited.

Statistical DataHeight: 3 feet, 6 inches (1 m)Width: 16 feet (4.9 m) from wing tip to wing tip when fullyextended.

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Length: 11 feet (3.3 m)Weight: 1.4 tonsCargo: None.Armored Body: The standard full environmental system. Note:

The Mechanoid will die in 1D4 minutes if the containmentchamber is breached — they cannot breathe Earth's atmos-phere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4 X 100,000 if less. The crystals cannot be dup-licated!

Alignment: Any, except principled. Typically anarchist or aber-rant.

Horror Factor: 12Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6 + 8, M.E. 2D6+ 12, M.A.

2D6 + 6, andP.P.E. 3D6.Number of Attacks Per Melee: Six physical or psionic attacks.Combat Bonuses (includes all bonuses): +5 on initiative, + 7

to strike with particle beams or lasers, +4 to strike with apunch/swat, +6 to strike on a flying body block/ram, +6to parry, + 7 automatic dodge when in the air (does not countas a melee action), + 3 to pull punch, + 5 to roll with impact,+ 4 to save vs horror factor, and + 2 to save vs psionic attacksbut + 8 to save vs all forms of mind control.

Psionics: Major psionic but considered a mind melter.1D4X 100+ 13 I.S.P. and possesses all physical psi-powersplus telepathy and mind block auto-defense.

Average Level of Experience: 1D4 + 6Skills of Note: Radio basic, scramblers, surveillance, T.V./video

98%, basic and advanced math 98%, computer operation90%, detect ambush, detect concealment, intelligence, track-ing, wilderness survival, and land navigation all at 85%, andstreetwise 50%. Weapon proficiencies include W.P. energypistol, energy rifle and heavy (must use psionics to manipulatethe weapons).

Weapon Systems1. Forearm Particle Beam Cannons: The Mechanoid weapon

has greater range than any Earth P-beam cannon and whencombined with the wasp's incredible speed and accuracy, istruly devastating. The weapons have their own targeting com-puter which gauges distances and adds to their accuracy. Eacharm can be moved independently, with a swivel of 190 de-grees.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 1D4 x 10 M.D. or 1D6 x 10 M.D. (two settings)per single blast or 2D4 x 10 per simultaneous, double blast(aimed at the same target). A simultaneous, double blast countsas one (1) melee attack!Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 4000 feet (1200 m).Payload: Effectively unlimited; patched into the armor's powersupply.2. Forward Fixed, Rapid-Fire Laser Cannons: The lasers are

an anti-personnel weapon ideal for strafing.Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 1D6 M.D. per single blast, 2D6M.D. per doubleblast, 6D6 M.D. per six simultaneous blasts or lD6x 10+ 10M.D. from 12 simultaneous blasts (both guns aim and fire at

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the same target). Simultaneous multiple blasts counts as one (1)melee attack regardless of the number of blasts fired!Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 4000 feet (1200 m).Payload: Effectively unlimited; patched into the armor's powersupply.3. Other weapons cannot be held by the wasp because it has

no hands. However, the creature can use telekinesis or ectop-lasm to operate lightweight weapons, but is - 2 to strike.

4. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combatusing its cannon barrels or wings as a bludgeon.

Restrained Punch/Swat: 4D6 + 15 S.D.C.Full Strength Punch/Swat: 2D6 M.D.Body block/ram: 2D6 M.D. at low speeds, 4D6 M.D. at

Mach One or 1D4 X 10 M.D. at Mach Two. The wasp has a1-40% chance of knocking its opponent off his feet (victimloses initiative and one melee attack) at speeds under MachOne, a 1-55% at Mach One and a 1-75% chance at MachTwo or greater. All such attacks count as two melee actionsregardless of the speed.

5. Sensor Systems of Note: Same as the brain.

Mechanoid Exterminator ———————They are natural predators who love to hunt, fight and kill.

Exterminators are so aggressive that they will fight at the dropof a hat and will gladly jump into a conflict, regardless of theodds. They can be treacherous and tricky, laying traps, ambushesand engaging in cat-and-mouse games. They may command asmany as eight robots, but are typically accompanied by theirpartner and mechanical bloodhound, the seeker pod.

The exterminator was originally designed for pest control onthe giant motherships and at large bases where they prowl thetunnels, vents and pipelines in search of prey. However, theyhave proven so reliable and competent that they have been addedto the ranks of the Mechanoids' infantry.

The new design gives it greater mobility, armor and fire-power. For every one exterminator, there is a seeker pod. Theseeker pod is housed in a compartment in the back of the exter-minator. The two work as a team, with the seeker helping tolocate targets and luring prey out of hiding.

Model Type: Exterminator — Hunter-Killer and SoldierClass: CyborgM.D.C. by Location:

Legs (2) — 90 eachSeeker Pod Chamber — 50Containment Chamber — 90Missile Launcher (1) — 50*Particle Beam Cannons (2) — 50*Rapid-Fire Laser (1) — 30* Sensor Tower & Lights (1, top) — 30*Headlight(l, on head) — 5*Head/Secondary Sensors — 50**Main Body — 180* These targets are all comparatively small in size and difficult

to hit. Thus, they can only be hit when the attacker makes acalled shot and even then the attacker is -2 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: 90 mph (144 km) maximum. Note that the act ofrunning does not tire the Mechanoid inside.Leaping: The powerful robot legs can leap up to 30 feet (9m) high. Flying: Flight is not possible.Range: Unlimited.

Statistical DataHeight: 16 feet (4.9 m)Width: 6 feet (1.8 m)Length: 7 feet (2.1 m)Weight: 1.8 tonsCargo: A small bay that can hold a seeker pod or light cargo.Armored Body: Standard full environmental system. Note: The

Mechanoid will die in 1D4 minutes if the containmentchamber is breached — they cannot breathe Earth's atmos-phere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4 x 100,000 if less. The crystals cannot be dup-licated!

Alignment: Any except principled or scrupulous. Typicallyanarchist, miscreant, or diabolic.

Horror Factor: 11Physical Strength: Equal to a P.S. 30Other Attributes of Note: I.Q. 2D6 + 3, M.E. 2D6 + 8, M.A.

2D6 + 4andP.P.E. 2D6.Number of Attacks Per Melee: Five physical or psionic attacks.Combat Bonuses (includes all bonuses): +2 on initiative, +6

to strike with its energy weapons, +5 to strike with a kickor stomp, + 1 to parry, + 2 to dodge, -I- 2 to pull punch/kick,+ 4 to roll with impact, +3 to strike on a body block/ram,+ 4 to save vs horror factor, and +2 to save vs psionicattacks.

Psionics: Major psionic. 1D4X10+100 I.S.P. and possessesall physical psionic powers plus telepathy, and empathy.

Average Level of Experience: 1D4Skills of Note: Radio: basic and scrambler (10%), basic math

( + 20%), computer operation (+10%), intelligence, detectambush, detect concealment, sniper, tracking, wilderness sur-vival, and land navigation (+15%). They are soldiers andknow only skills pertinent to finding and fighting foes.

Weapon Systems1. Double-Barrelled Particle Beam Cannon (1): This weapon

is similar to the cannons of the wasp. Unlike the old version,this weapon is built on a turret that can rotate 360 degreesand tilt away from its body 30 degrees. However, the exter-minator must turn its entire body from side to side to aim.The weapon has its own targeting computer which gaugesdistances and adds to its accuracy. The turret is built into theleft side of the cyborg.

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Rate of Fire; Equal to the number of hand to hand attacks.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the armor's powersupply.

3. Mini-missile Launcher (1): The launcher is built into theright side and adds to the exterminator's versatility in combat.The launcher can rotate 360 degrees.

Primary Purpose: Assault and extermination.Weight: Not applicable; it is part of the body.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 1D4X10 M.D. per single blast or 2D4X10M.D. per double blast (both fire at the same target).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 4000 feet (1200 m).Payload: Effectively unlimited; patched into the armor's powersupply.

2. Rapid-Fire Laser Cannon (1): A powerful weapon that canfire a single pulse or a quadruple blast.

Primary Purpose: Assault and extermination.Weight: Not applicable; it is part of the lower body.Mega-Damage: 2D6 M.D. per single energy pulse or1D4X 10 + 6 M.D. per quadruple blasts (counts as one meleeattack).

Mega-Damage: Fragmentation missiles: 5D6 M.D. to a 20 footarea per missile.Rate of Fire: One at a time or a volley of two, three, four orsix missiles. A volley counts as one attack regardless of thenumber of missiles launched.Effective Range: 3000 feet (910 m)Payload: 18 total mini-missiles.4. Other weapons cannot be held by the exterminator because

it has no hands. However, the creature can use telekinesis orectoplasm to operate lightweight weapons, but is — 2 to strike.Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combat.

Restrained Kick: 4D6+ 15 S.D.C.Full strength Kick: 3D6 M.D.Leap Kick: 6D6 M.D., but counts as two attacks.Stomp: 2D4 M.D.Head Butt: 1D4 M.D.Body block/ram: 2D6 M.D. damage and has a 1-50%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

6. Sensor Systems of Note: Same as the brain, plus the followingadditions. The exterminator has two sensor systems, one inthe head and the other in the sensor tower on its back. Thetower also has a high-powered infrared searchlight (the roundhoneycomb object) and a smaller, though equally powerful,spotlight (the small rectangular object). Both lights have abeam range of 1000 feet (305 m). The tower also provides amotion and radar detector (200 feet/61 m), laser targeting,laser distancing (4000 ft/1200 m) and long-range radio com-munication (500 miles/800 km).

Mechanoid Seeker Pod ————————Although designed as a partner for the exterminator, the seeker

pod is sometimes used as an independent operative, especiallyfor reconnaissance. As stated previously, there is one seeker podfor every one exterminator, plus an over run of about 10% asreplacement units and independent agents. They are the smallestof the true Mechanoids.

Like all of the predators, the seeker pod loves adventure,combat and the hunt. They are alert, wily spies, and incredible

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trackers, who are quick to take action despite their diminutivesize. Although aggressive and always ready for a fight, theseeker pod is not a mad-dog warrior like the exterminator andexhibits great restraint and reason. The seeker cannot endure agreat amount of damage and usually takes a back seat to itspowerful partner, while it watches the exterminator's back, alertfor other attackers and signs of danger.

The design of the seeker pod is unchanged except for someadditional body armor.Model Type: Seeker Pod—Spy, Tracker, and ReconnaissanceClass: CyborgM.D.C. by Location:

*Arms (2) — 10 eachContainment Chamber — 30*Laser Turret (1) — 30**Main Body — 50* These targets are comparatively small in size and difficult

to hit. Thus, they can only be hit when the attacker makes acalled shot and even then he is - 3 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: Running is not possible, although the seeker podcan walk on its hands if necessary, at a speed of about 15mph (24 km) maximum.Leaping: Not applicable.Flying: 90 mph (144 km) maximum, with a maximum altitudeof 1000 feet (305 m).Range: Unlimited.

Statistical DataHeight: 2 feet, 6 inches (0.65 m)Width: 2 feet (0.6 m)Length: 3 feet (0.9 m)Weight: 100 Ibs (45 kg)Cargo: NoneArmored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 1D4 million creditsfor the smaller than usual Mechanoid power crystal if it has50 years or more energy 1D4 x 100,000 if less. The crystalscannot be duplicated!

Alignment: Any except diabolic evil. Typically anarchist or un-principled.

Horror Factor: 7Physical Strength: Equal to a P.S. 17

Other Attributes of Note: I.Q. 2D6 + 6, M.E. 2D6 + 8, M.A.2D6+10andP.P.E. 3D6.

Number of Attacks Per Melee: Four physical or psionic attacks.Combat Bonuses (includes all bonuses): +3 on initiative, +4

to strike with its energy weapons, + 4 to strike with a punch,+ 4 to strike on a flying body block/ram, +4 to parry, +6to dodge, + 1 to pull punch, +3 to roll with impact, +4 tosave vs horror factor, and +2 to save vs psionic attacks.

Psionics: Minor psionic. 1D4 x 10 + 301.S.P. and possesses thepowers of telepathy, empathy, presence senses, see the invis-ible, object read, sixth sense and mind block.

Average Level of Experience: 1D4Skills of Note: All espionage ( + 20%), plus radio: basic and

scrambler (+15%), prowl ( + 10%), basic math ( + 30%),computer operation ( + 20%), and land navigation ( + 20%).Weapon proficiencies include W.P. energy pistol, knife andblunt.

Weapon Systems1. Variable Mini-Laser Turret: A small, double-barrelled laserturret is built into the undercarriage of the seeker pod. It is amulti-purpose appendage used as both a short-range defensiveweapon and a tool. The weapon has its own targeting computerwhich analyzes the reflectivity of armor and other substances aswell as distances. After one melee round, the computer is ableto adjust to the light frequency that will inflict maximum damageto the target. The turret can rotate 360 degrees and has a 90degree arc of fire up and down.Primary Purpose: Multiple; weapon and tool.Weight: Not applicable; it is part of the body.Mega-Damage: 1D6 M.D. per single blast or 2D6 M.D. perdouble blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the armor's powersupply.2. Energy rifles, pistols and other lightweight hand-held

weapons can be used by the seeker pod.

3. Hand to Hand Combat: Rather than use a long-rangeweapon, the Mechanoid can engage in hand to hand combatusing its fists and/or hand-held weapons.

Restrained Punch: 2D6 + 2 S.D.C.Full Strength Punch: 1D4 M.D.Flying Body block/ram: 1D6 M.D. damage and has a 1-30%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

4. Sensor Systems of Note: Same as the brain.

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Tunnel Crawler

The Mechanoid tunnel crawler is another creature designedfor hunting and exterminating humans and other pests in thetunnels, vents and pipelines of their motherships and bases.Usually a lone hunter, it also works in pairs or with small groupsof or other Mechanoids. It is a sadistic killer, frequently allowedto operate as a free agent wandering wherever it desires, Alwaysalert for prey. The tunnel crawler has a low intelligence and isconsumed with stalking and killing. It also enjoys exploring andreconnaissance.

The creature is extremely loyal and brave, with nerves ofsteel. They are extremely capable fighters and can be quitemerciless when provoked or protecting a designated area orhigher level Mechanoid. They can move quickly and quietly.Their six legs gives them great stability and superb climbingabilities, including climbing up and walking upside down on theunderside of ceilings, rocks and trees.Model Type: Tunnel Crawler — Seek & Destroy — Reconnais-sanceClass: CyborgM.D.C. by Location:

Arms (2) — 20 eachLower arms & hands (2) — 90 eachLegs (6) — 40 eachContainment Chamber — 90*Forward Ion Guns (2) — 20 each*Head — 50**Main Body — 200 (includes forward plating)* Destroying the head will eliminate all optics and sensory

systems, and reduces the maximum speed, number of meleeattacks and all bonuses by half. Note: The head is a small anddifficult target to hit. Thus, it can only be hit when a charactermakes a called shot and even then the attacker is - 3 to strike.

* The tiny ion guns are equally difficult to hit.**Depleting the M.D.C. of the main body destroys the

cyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: 50 mph (80 km) maximum; climbing or walkingon ceilings (upside down) is one-third the maximum speed.

Leaping: 10 feet (3 m) high or across.Flying: Its secondary means of movement is a limited anti-gravity propulsion system similar to the wasp's. 50 mph (80km), cruising speed is typically about half, maximum altitudeis 2000 feet (610 m).Range: Unlimited.

Statistical DataHeight: 5 feet (1.5 m)Width: 6 feet (1.6m)Length: 7 feet (2.1 m)Weight: 2.4 tonsCargo: NoneArmored Body: The cyborg body is a full environmental system

with internal cooling, air purification and independent oxygensupply as is common to most suits of power armor. This alsomakes the creature impervious to poison, gas, and biologicalagents unless the containment chamber is breached by deplet-ing all its M.D.C. Note: The Mechanoid will die in 1D4minutes if the containment chamber is breached—they cannotbreathe Earth's atmosphere!

Power System: A Mechanoid power crystal gives the cyborg alife of 100 years before requiring a replacement crystal.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4 x 100,000 if less. The crystals cannot be dup-licated!

Alignment: Any except diabolic or miscreant evil. Typicallyprincipled or scrupulous.

Horror Factor: 9Physical Strength: Equal to a P.S. 20Other Attributes of Note: I.Q. 2D6 + 5, M.E. 2D6 + 8, M.A.

2D6 + 2, andP.P.E. 2D6.Number of Attacks Per Melee: Five physical or psionic attacks.Combat Bonuses (includes all bonuses): +3 on initiative, +5

to strike with ion beams, +5 to strike with a punch, +4 tostrike with a flying body block/ram, +5 to parry, +6 tododge, +3 to pull punch, +3 to roll with impact, +4 tosave vs horror factor, and + 2 to save vs psionic attacks, + 2to save vs magic and poison.

Psionics: Minor psionic. 1D6 x 10 + 60 I.S.P. and possesses alltelepathy, empathy, presence sense, see the invisible, seeaura, sense magic, detect psionics, and mind block.

Average Level of Experience: 1D4 + 2Skills of Note: All espionage (+10%), basic math ( + 30%),

prowl (+15%), climb ( + 20%), land navigation ( + 20%),computer operation ( + 5%). Weapon proficiencies includeW.P. energy pistol, energy rifle, sword and blunt.

Weapon Systems1. Ion Pulse Blasters (2): A powerful close-range weapon that

can fire single or double blasts. The weapon has its owntargeting computer.

Primary Purpose: Assault and extermination.Weight: Not applicable; it is part of the body.Mega-Damage: 2D6 M.D. per single energy pulse or 4D6 M.D.per twin blasts (counts as one melee attack).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1200 feet (366 m)Payload: Effectively unlimited; patched into the armor's powersupply.

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2. Nerve Gas: A gas toxic to most mammals can be releasedin the form of a greenish colored cloud (covers a 20 ft/6 marea). The gas has no effect on mega-damage creatures orcharacters enclosed in an environmental suit or vehicle.

Primary Purpose: ExterminationWeight: Not applicable; it is part of the body.Damage: 1D6 direct to hit points and 6D6 additional S.D.C.damage per every exposure and each additional melee round (15seconds) of exposure to the toxic cloud.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 100 feet (30.5 m), covering a 20 foot (6 m)area per discharge.Payload: Six per hour. The toxic cloud is produced by glandsinside the Mechanoid organism.3. Energy rifles, pistols and other lightweight hand-held

weapons can be used by the Mechanoid.4. Hand to Hand Combat: Rather than use distance weapons,

the Mechanoid can engage in hand to hand combat using itsfists and/or hand-held weapons.

Restrained Punch: 2D6 + 5 S.D.C.Full Strength Punch or Kick: 1D4 M.D.Flying or leaping body block/ram: 1D6 M.D. damage and

has a 1-50% chance of knocking one's opponent off his feet(victim loses initiative and one melee attack), but counts astwo melee attacks.

5. Sensor Systems of Note: Same as the brain.

Mechanoid Mantis ——————————The new body styling is even more mantis looking than before

and offers a greater diversity in features for mining, constructionand repairs. The huge Mechanoid continues to function as aspecialist in those areas. Its duties include the identification,extraction and processing of ores, fuels, and other materials(mining and metallurgy), construction and repairs of mechanicalsystems, bots, vehicles, artificial structures, and research anddevelopment. The mantis also helps to plot and coordinate thedissection of planets and planetoids. A short-range or long-rangeplasma cannon can be attached to the top of the rear energyhousing for purposes of mining and military defense.

The rear section houses a powerful plasma energy source witha life of 600 years. If the rear main body is destroyed, it willunleash an explosion of plasma energy that will inflict2D6x 1000 M.D. to a 1000 foot (305 m) area! However, themantis cannot detonate the plasma generator at will and willseldom commit deliberate suicide by allowing itself to be soseriously damaged.

The mantis is highly intelligent, but is considered to be adrone because it is so absorbed in its work. The creature haslittle independent thought and few desires other than doing itsjob. However, a mantis will attack and kill humanoids wheneverit encounters them.

Model Type: Mantis — Engineering, Construction, Repair &Mining.Class: Cyborg Drone

M.D.C. by Location:Lower Arms & Hands (2) — 80 eachUpper Arms (2) — 100Containment Chamber — 120*Optional Plasma Cannon (1, small) — 60*"Optional Plasma Cannon (1, large) — 100*Forearm Laser (1) — 50*Laser(l, chest) — 30*Ion Blasters (2, lower chest) — 15 each*Spotlight (1, lower chest) — 5*Spotlight (1, small on head) —2Head/Sensors — 150**Main Body: Forward section — 350**Main Body: Fusion Chamber — 500* These targets are all comparatively small in size and difficult

to hit. Thus, they can only be hit when the attacker makes acalled shot and even then, the attacker is -2 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: Not applicable.Leaping: Not applicable.Flying: 150 mph (240 km) maximum, with a maximum al-titude of 2000 feet (610 m).Range: Unlimited.

Statistical DataHeight: 30 feet (9 m)Width: 26 feet (7.9 m)Length: 45 feet (13.7 m)Weight: 138 tonsCargo: There is a concealed cargo bay in the left portion of the

chest that can hold the equivalent of a compact car and upto four tons. The small plasma cannon is often stored in it.

Armored Body: Standard full environmental system. Note: TheMechanoid will die in 4D6 minutes if the containmentchamber is breached — they cannot breathe Earth's atmos-phere.

Power System: Plasma generator contained in the giant rearportion of the body. The average life is 600 years.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid plasma generator in working condition.

Alignment: Typically aberrant evil.Horror Factor: 11Physical Strength: Equal to a P.S. 50Other Attributes of Note: I.Q. 2D6 + 8, M.E. 2D6 + 8, M.A.

2D6 + 2andP.P.E. 2D6.Number of Attacks Per Melee: Four physical or psionic attacks.Combat Bonuses (includes all bonuses): +4 to strike with its

energy weapons, +4 to strike with a punch, +4 to parry,+ 2 to dodge, + 2 to pull punch/kick, + 2 to roll with impact,+ 2 to strike on a body block/ram, +4 to save vs horrorfactor, and +2 to save vs psionic attacks.

Psionics: Major psionic. 4D4X10 + 300 I.S.P. and possessesthe psionic powers of telepathy, empathy, mind block, object

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read, see aura, see the invisible, speed reading, total recall,electrokinesis, super telekinesis and telemechanics.

Average Level of Experience: 1D4 + 6Skills of Note: All mechanical skills at +25%, basic electronics

( + 20%), radio: basic and scrambler (10%), basic and ad-vanced math (+ 25%), computer operation (+ 5%), plus bothchemistry skills, read sensory equipment and land navigation,all at +15%.

Weapon Systems1. Ion Blasters (2): These weapons are located in the lowerchest, just above the large spotlight and are for defense.Primary Purpose: DefenseWeight: Not applicable; it is part of the body.Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. perdouble blast (both fire at the same target).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1200 feet (610 m).Payload: Effectively unlimited; patched into the armor's powersupply.

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2. Forearm Laser (1): A powerful laser that serves as a toolfor cutting, soldering and repairs, as well as a defensiveweapon.

Primary Purpose: Tool and defense.Weight: Not applicable; it is part of the lower body.Mega-Damage: Any increment of 1D6 up to 6D6 M.D. persingle blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited; patched into the power supply.

3. Chest Laser (1): Another laser used as a tool for cutting,soldering and repairs, as well as a defensive weapon.

Primary Purpose: Tool and defense.Weight: Not applicable; it is part of the lower body.Mega-Damage: 4D6 S.D.C., 6D6 S.D.C., 1D4 M.D., 1D6M.D., 2D6 M.D. or 3D6 M.D. per single blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1200 feet (366 m)Payload: Effectively unlimited; patched into the power supply.

4. Optional Medium Range Plasma Cannon (1): The plasmaejector connects to the top, rear housing of the mantis andtaps directly into the plasma generator. The weapon can rotate360 degrees and tilt up and down at a 30 degree angle.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: lD6x 10 M.D. per single blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 3000 feet (914 m).Payload: Effectively unlimited; patched into the power supply.

7. Hand to Hand Combat:Rather than use an energy weapon,the Mechanoid can engage in hand to hand combat using itsfists and/or hand-held weapons.

Restrained Punch: 4D6 + 35 S.D.C.Full Strength Punch: 4D6 M.D.Power Punch: 1D6 x 10 M. D., but counts as two attacks.Plasma burst from hover jet: 6D6 M.D.C.Body block/ram: 4D6 M.D. damage and has a 1-65%

chance of knocking one's opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeattacks.

8. Sensor Systems of Note: Extended: Same as the oracle, plusx-ray vision (50 foot/15 m range) and ultrasound probing (toscan for defects), computer optical enhancement system, elec-tron microscope, microscopic and spectrographic vision (allused for scanning structural defects and for examining micro-chips and circuitry), video recording and sonar. The spotlightshave a beam range of 500 feet (153 m).

Mechanoid TypeOne Octopus ——

The body styling of the type one octopus is unchanged. Thebig Mechanoid is a single-minded drone consumed with theperformance of its many precision and highly technical jobs.They are frequently seen working side by side with the mantisor a runner. The responsibilities of an octopus includes cyberne-tics and cybernetic implantation, medical doctor and surgery,genetic engineering, electronics, mechanics, manufacturing andrepairs.

Unlike the other Mechanoids, the octopus will ignorehumanoids unless they are attacking it or something it is workingon. The only other time it will attack humans is if any of theother true Mechanoids tells it to do so. It is primarily found onthe mothership and large Mechanoid bases. No octopuses of anykind are likely to have been rifted to Earth (GM's option).Model Type: Type One Octopus — Medical, Genetics, Electri-cal and Mechanical Engineer, Manufacturing and Repairs.

Class: Cyborg Drone

5. Optional Long Range Plasma Cannon (1): A bigger versionof the medium range cannon. The weapon can rotate 360degrees and tilt up and down at a 30 degree angle.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 2D4X 10 M.D. per single blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 5000 feet (1524 m).Payload: Effectively unlimited; patched into the power supply.

6. Electrokinesis and other psionic powers can also be usedas a means of attack. Telekinesis, for example, can be usedin combat.

M.D.C. by Location:*Lower Arms & Hands (2) — 80 each*Lower Claw (1) — 100*Lower Retractable Laser Finger/Arm (1)Upper Multi-Arm (1) — 150Upper Fusion Torch Arm (1) — 120*Upper Laser Finger/Arm (1, rear) — 20Containment Chamber — 120*Head/Sensors — 80

— 10

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*Lower Sensors (2) — 35 eachLower Body — 250**Main Body (upper section) — 250

MULTI-ATTACHMENTS ARM(WITH DRILL ATTACHE?)

REAR SCANNER

TORCHS.b m ARM REACH

ADOfTIONAL BRAIN SACS

DETACHABLE LASERTOOL

UNDER-CARRIAGE CAPABLE OF 3(,0ROTATION

* These targets are all comparatively small and difficult tohit. Thus, they can only be hit when the attacker makes a calledshot and even then the attacker is — 2 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into anothermechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: Not applicable.Leaping: Not applicable.Flying: 500 mph (800 km) maximum, with a maximum al-titude of 10,000 feet (3048 m). Flight is made possible byan anti-gravity system similar to the wasp's.Range: Unlimited.

Statistical DataHeight: 50 feet (15.2 m)Width: 41 feet (12.5 m)Length: 42 feet (12.8 m)Weight: 90 tons

Cargo: There is a concealed cargo bay in the front, left portionof the lower body that can hold the equivalent of a compactcar and weight up to six tons.

Armored Body: Standard full environmental system. Note: TheMechanoid will die in 4D6 minutes if the containmentchamber is breached — they cannot breathe Earth's atmos-phere.

Power System: Standard Meehanoid power crystal. The averagelife is 100 years.

Black Market Value: The Market will pay 2D4 million creditsfor a Mechanoid power crystal that has 50 years of energyor more, 2D4x 100,000 if less. The crystals cannot be dup-licated!

Alignment: Typically aberrant evil.Horror Factor: 11Physical Strength: Equal to a P.S. 50Other Attributes of Note: I.Q. 2D6 + 8, M.E. 2D6 + 8, M.A.

2D6 + 2andP.P.E. 2D6.

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Number of Attacks Per Melee: Four psionic attacks or eightphysical, hand to hand attacks (may combine psionics withphysical attacks).

Combat Bonuses (includes all bonuses): +6 on initiative andcannot be surprised, even from behind. + 5 to strike with itsenergy weapons, +5 to strike with a punch, +6 to parry,+ 2 to dodge, +2 to pull punch, +2 to roll with impact,+ 2 to strike on a body block/ram, +7 to save vs horrorfactor, and +4 to save vs psionic attacks.

Psionics: Major psionic. 2D6X10+100 I.S.P. and possessesall the psionic sensitive powers, telekinesis, nightvision, andtelemechanics.

Average Level of Experience: 1D4 + 6Skills of Note: All mechanical and electrical skills ( + 20%),

plus radio: basic and scrambler (10%), basic and advancedmath ( + 35%), computer operation (+10%), M.D. incybernetics, pathology, and biology, both chemistry skills,read sensory equipment and land navigation, all at +15%.

Note: Only about 25% have the old type one body styling.

Weapon Systems1. Fusion Torch (1): A tool used for welding, cutting and repair

work.Primary Purpose: ToolWeight: Not applicable; it is part of the body.Mega-Damage: 1D6 M.D., 2D6 M.D., 4D6 M.D., 6D6 M.D.per blast (4 settings).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1200 feet (610 m).Payload: Effectively unlimited; patched into the armor's powersupply.2. Multi-Arm (1): The large right arm is an all-purpose tool

that has a high-powered drill and precision laser with severaldifferent attachments. The different attachments are usuallykept in the cargo compartment. The arm can rotate 360 degree.

Primary Purpose: Tool and defense.Weight: Not applicable; it is part of the body.Mega-Damage: Small drill: Any increment of 1D6 up to 6D6S.D.C.; small, heavy drill: 1D4 M.D., large drill: 2D6 M.D.or 4D6 M.D.

Light fusion torch: 1D6 M.D.Light laser: Any increment of 1D6 up to 4D6 M.D.Heavy laser: 3D6 or 5D6

Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 40 foot (12.2 m) reach plus 10 feet (3 m) withenergy tools.Payload: Effectively unlimited; patched into the power supply.

3. Laser Finger (1): A tiny arm with one finger is built intothe upper back of the octopus. The finger is a utility laserused for welding, cutting and repairs. The arm can rotate 360degrees at the elbow and at the back joint, plus it can swingto virtually any angle. The reach is limited to about 10 feet(3m).

Primary Purpose: ToolWeight: Not applicable; it is part of the body.Mega-Damage: 1D4 M.D., or 1D6 M.D. or 2D6 M.D. persingle blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 300 feet (91.5 m).Payload: Effectively unlimited; patched into the power supply.

4. Retractable Lower Laser (1): Another laser used as a toolfor cutting, soldering and repairs, as well as a defensiveweapon. It has a 15 foot (4.6 m) reach.

Primary Purpose: Tool and defense.Weight: Not applicable; it is part of the lower body.Mega-Damage: 4D6 S.D.C., 6D6 S.D.C., 1D4 M.D., 1D6M.D., 2D6 M.D. or 3D6 M.D. per single blast.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 1200 feet (366 m)Payload: Effectively unlimited; patched into the power supply.5. Utility Arms (2): Two arms and hands are built into the lower

body housing near the two lower body sensors. The arms areused for grasping, holding and carrying, as well as preformingrepairs and other tasks. They can use any variety of tools orweapons. Each arm has a 12 foot (3.3m) reach and can rotate360 degrees at both the shoulder and elbow.Primary Purpose: LaborWeight: Not applicable; it is part of the body.Mega-Damage: 2D6 M.D. per strike.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 12 feet (3.6 m).Payload: Effectively unlimited; patched into the power supply.

6. Large Utility Claw (1): Another, larger arm also located inthe lower body of the octopus. The arm can retract a bit,about six feet and a total reach of 20 feet (6 m) when fullyextended and can rotate 360 degrees at the shoulder and elbow.

Primary Purpose: LaborWeight: Not applicable; it is part of the body.Mega-Damage: 3D6 M.D. per strike, 2D6 crush/squeeze, or6D6 power punch.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 12 feet (3.6 m).Payload: Effectively unlimited; patched into the power supply.

7. Sensor Systems of Note: Extended: Same as the mantis.Note: The body undercarriage with three arms and laser toolcan rotate a full 360 degrees in the blink of an eye. Its multiplesensors make it impossible to sneak up on, but the drone isusually absorbed in its work. Octopus are found primarily onthe mothership and large Mechanoid bases.

Mechanoid TypeTwo Octopus —

The type two octopus serves the exact same function as thetype one and demonstrates the same single-minded obsessivenessin regards to the methodical performance of its job. The differ-ences are a stylistic design change and additional features tobetter do its work.

One of the most significant features is that the big Mechanoidcan detach its upper body (which houses the living organism)from the lower to access smaller areas. Flight is made possibleusing the Mechanoid's standard anti-gravity propulsion system.

The upper body has two mechanical arms. Each arm has aspotlight and a utility laser tool. The light and laser are builtinto the wrist of the large arm and in the hand of the small arm.Both arms can rotate 360 degrees at the wrist, elbow and shoul-der. Additionally, mechanical tentacles are housed in each ofthe fin-like protrusions on the sides. These tentacles have tiny,

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three finger hands at the ends and can snake down pipes andnarrow cavities (50 foot/15.2 m reach). The forward, head struc-ture is a multi-optics sensor system with telescopic, microscopic,thermographic and spectrographic capabilities, among others.The rear section has two large thrusters for forward movementand enhanced speed.

The lower sections can be controlled by the upper body (andbrain) even when detached. It has eight arms: three claws (thefront two have lights built into the palms), one human style handon its left side, two small arms and hands in the front, a fusiontorch, and laser arm.

The forward unit with the two, small, human-like arms candetach, hover, and be directed by remote control. It is used toget into the nooks and crannies that the giant octopus cannotreach. The robot unit has the same optics and sensors as itsparent unit. It transmits visual images and sounds of everythingit sees and hears to the octopus. Transmissions can be playedback when needed. The Mechanoid can then make an assessmentof the situation and use the tiny unit to effect repairs or to betterdirect other technicians in their endevours.Model Type: Octopus Type Two — Medical, Genetics, Electri-cal and Mechanical Engineer, Manufacturing and Repairs.Class: Cyborg DroneM.D.C. by Location:

*Lower: Arm & Hand (1) — 50*Lower: Tiny Arms & Hands (2) — 10 each*Lower: Claw Arms (3) — 100 each*Lower: Fusion Torch Arm (1) — 100*Lower Laser Arm (1) — 30*Upper Large Arm (1) — 150

*Upper Small Arm (1) — 100*Concealed Tentacles (2) — 10 each*Lower: Detachable Remote Drone — 50*Lower Sensors (2, excluding remote unit) — 35 each*Head & Sensors — 100Rear Thrusters (2) — 50 eachContainment Chamber — 120Lower Body — 350**Main Body (upper section) — 270* These targets are all comparatively small and difficult to

hit. Thus, they can only be hit when the attacker makes a calledshot and even then the attacker is -2 to strike.

**Depleting the M.D.C. of the main body destroys thecyborg's mechanical body housing, however, the organism'senvironmental containment chamber (effectively the pilot's com-partment) holds the majority of the living organism. TheMechanoid organism can be rescued and installed into another

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mechanical body of the same design. Except for its psionicpowers, the creature is totally helpless and will die within 5D6days.Speed

Running: Not applicable.Leaping: Not applicable.Flying: 500 mph (800 km) maximum, with a maximum al-titude of 20,000 feet (6096 m). Flight is made possible byan anti-gravity system similar to the wasp's.Range: Unlimited.

Statistical DataHeight: 40 feet (12.2 m)Width: 42 feet (12.8 m)Length: 48 feet (14.6 m)Weight: 90 tonsCargo: There is a concealed cargo bay in the rear portion of thelower body that can hold the equivalent of a compact car andup to six tons.Armored Body: Standard full environmental system. Note: TheMechanoid will die in 4D6 minutes if the containment chamberis breached — they cannot breathe Earth's atmosphere.Power System: Power crystal with a life of 100 years.Black Market Value: The Market will pay 2D4 million credits

for a Mechanoid power crystal that has 50 years of energyor more, 2D4 x 100,000 if less. The crystals cannot be dup-licated!

Alignment: Typically aberrant evil.Horror Factor: 11Physical Strength: Equal to a P.S. 50Other Attributes of Note: I.Q. 2D6 + 8, M.E. 2D6 + 8, M.A.

2D6 + 2andP.P.E. 2D6.Number of Attacks Per Melee: Four psionic attacks or eight

physical, hand to hand attacks (may combine psionics withphysical attacks).

Combat Bonuses (includes all bonuses): +6 on initiative andcannot be surprised even from behind. + 6 to strike with itsenergy weapons, +6 to strike with a punch, +8 to parry,+ 2 to dodge, +2 to pull punch, +2 to roll with impact,+ 2 to strike on a body block/ram, +7 to save vs horrorfactor, and +4 to save vs psionic attacks.

Psionics: Major psionic. 2D6x 10+100 I.S.P. and possessesall the psionic sensitive powers, telekinesis, nightvision, andtelemechanics.

Average Level of Experience: 1D4 + 6Skills of Note: Same as the type one: all mechanical and electrical

skills ( + 20%), plus radio: basic and scrambler (10%), basicand advanced math ( + 35%), computer operation (+ 10%),M.D. in cybernetics, pathology, biology, both chemistryskills, read sensory equipment and land navigation all at+ 15%.

Weapon Systems1. Large Hand and Arm (1): The large right arm is used for

repairs, lifting and carrying, and operating machines. It hasa spotlight and utility laser built into the wrist. The hand canrotate 360 degrees at the wrist. The arm can rotate 360 degreesat the wrist, elbow and shoulder.

Primary Purpose: Tool and defense.Weight: Not applicable; it is part of the body.Mega-Damage: The laser can inflict 1D4M.D., 1D6M.D..2D6

M.D., or 3D6 M.D., while the hand can punch, inflicting 4D6M.D. or 1D6X10 M.D. with a power punch (counts as twoattacks).Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 50 foot (15.2 m) reach.Payload: Effectively unlimited; patched into the power supply.

2. Smaller Hand and Arm (1): This limb is roughly equivalentto the large arm in every way except the amount of damageit inflicts from a punch and its reach.

Primary Purpose: ToolWeight: Not applicable; it is part of the lower body.Mega-Damage: The laser can inflict 1D4M.D., 1D6M.D.,2D6M.D., or 3D6 M.D., while the hand can punch, inflicting 3D6M.D. or 6D6 M.D. with a power punch.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 30 foot (9 m) reach.Payload: Effectively unlimited; patched into the power supply.

3. Concealed, Retractable Tentacles (2): A tentacle can projectfrom each side of the upper body. They are used to get intosmall areas and to snake through pipes and around obstacles.

Primary Purpose: ToolWeight: Not applicable; they are part of the lower body.Mega-Damage: 1D6 M.D. from a punch or swat, but can alsocoil around and pin an opponent. A combined strength of 55 orgreater is required to pull free of the ensnaring tentacle.Rate of Fire: Equal to the number of hand to hand attacks.

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Effective Range: 50 foot (15.2 m) reach.Payload: Effectively unlimited; patched into the power supply.4. Laser Arm (1): A tiny arm with one finger is built into the

upper back of the octopus. The finger is a utility laser usedfor welding, cutting and repairs. The arm can rotate 360degrees at the elbow and at the back joint, plus it can swingvirtually to any angle. The reach is limited to about 10 feet(3m).

Primary Purpose: ToolWeight: Not applicable; it is part of the body.Mega-Damage: 1D4M.D., 1D6M.D., 2D6M.D.,or4D6M.D.per single blast, or 8D6 M.D. from a dual blast.Rate of Fire: Equal to the number of hand to hand attacks (8).Effective Range: 1200 feet (610 m).Payload: Effectively unlimited; patched into the power supply.

5. Fusion Torch (1): This is a slightly different type of toolthan the type one, with a greater range of heat and flame. Itis used for welding, cutting and repair work.

Primary Purpose: ToolWeight: Not applicable; it is part of the body.Mega-Damage: 1D6 to 10D6 S.D.C. or 1D6 to 6D6 M.D. perblast. The octopus can regulate the intensity and damage withinthe available range.Rate of Fire: Equal to the number of hand to hand attacks (8).Effective Range: 1200 feet (610 m).Payload: Effectively unlimited; patched into the power supply.

6. Utility Hand and Arm (1): This arm and hand is built intothe left side of the lower body housing. The hand is used forgrasping, holding, carrying, preforming repairs and manyother tasks. The hand can use a variety of tools and operatemachinery. It has a 12 foot (3.3m) reach and can rotate 360degrees at the wrist, elbow and shoulder.

Primary Purpose: LaborWeight: Not applicable; it is part of the body.Mega-Damage: 2D6 M.D. per strike.Rate of Fire: Equal to the number of hand to hand attacks.Effective Range: 12 feet (3.6 m).Payload: Effectively unlimited; patched into the power supply.

7. Large Utility Claws (3): Three larger arms with pincer-likeclaws are also located in the front of the lower body. Eachhas a 20 foot (6 m) reach when fully extended and can rotate360 degrees at the wrist, elbow, and shoulder.

Primary Purpose: LaborWeight: Not applicable; they are part of the body.Mega-Damage: 3D6 M.D. per strike, 2D6 crush/squeeze, or6D6 power punch.Rate of Fire: Equal to the number of hand to hand attacks (8).Effective Range: 20 feet (6 m).Payload: Effectively unlimited; patched into the power supply.

8. Remote Control Drone (1): The robot drone is located inthe front of the lower body and can function as part of thewhole or separate from the main body and function as anindependent unit. Directed by the octopus by remote control,it is used to get into the nooks and crannies that the giantcannot reach. The robot unit has the same optics and sensorsas its parent unit, plus it records and transmits visual imagesand sounds of everything it sees and hears to the octopus.

Primary Purpose: LaborWeight: Not applicable; it is part of the body.M.D.C.: 50Mega-Damage: 1D4 M.D. from punches with its tiny arms or1D6 from a flying ram.Rate of Fire: The drone can only make four actions/attacks permelee, but each of the drone's actions counts as one of theoctopus' eight melee actions.Effective Range: 2000 feet (610 m).Payload: Effectively unlimited; patched into the power supply.

9. Sensor Systems of Note: Extended: Same as the mantis andtype one octopus.

Note: The upper and lower body can rotate 360 degrees in theblink of an eye or separate to function as two units. Its multiplesensors make it impossible to sneak up on, but the drone isusually absorbed in its work. Octopus are found primarily onthe mothership and large Mechanoid bases. None are likely tohave been dimensionally rifted to Earth (GM's option).

Mechanoid RobotsAssault ProbeRuntSkimmer

ThinmanWeavel

The Mock MenThe Thinman & Runt Robots

Mock Men are robots deliberately designed by theMechanoids to resemble humanoids. To the Mechanoids, thisis an ironic joke — the humor is lost on most humanoids.

There are two types of mock men, the Thinman and the Runt.Although they still resemble the old pre-AbM designs, both havebeen recently redesigned.

The Runts and Thinmen are manufactured in the billions andare the mainstay of the Mechanoids' work force. They are foundeverywhere, assisting with vehicle repairs, working in factories,hauling cargo, constructing buildings, assisting in scientific andmedical research, preforming maintenance, as well as servingas front-line infantry troops, and helping in defense, maintenanceand reconnaissance.

The ThinmanThe thinman's primary function is to assist the Mechanoids

in combat, defense, maintenance, repairs and labor. The newthinman design provides increased armor, speed and versatility.Instead of the left arm being a laser weapon and tool, both armshave hands. Weapons include hand-held pistol and rifle styledenergy weapons. The newly designed head resembles the skullof a humanoid and is constantly grinning.

They are abundant wherever Mechanoids are found. Thinmenare often seen in the company of brutes, runners, and brains,and less frequently seen assisting the mantis, octopus and others.

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Model Type: Thinman — All Purpose, Combat and Mainte-nance.Class: RobotM.D.C. by Location:

Hands (2) — 20 eachArms (2) — 50 eachShoulders (2) — 100 eachLegs (2) — 90 eachWeapons (vary) — Typically 40 each*Head — 90**Main Body — 150* Destroying the head will eliminate the optics and most of

the sensory systems — reduce combat bonuses by half.**Depleting the M.D.C. of the main body will destroy the

bot. An attacker must make a called strike to hit a specific partof the body such as the head, arms, hands, legs and weapons(no strike penalty).Speed

Running: 90 mph (144 km) maximum. Note that the act ofrunning does NOT tire the robot and speed can be maintainedindefinitely.Leaping: The robot legs are strong, enabling it to leap approx-imately 20 feet (6 m) high or across.Flying: Not possible without the addition of a jet pack orvehicle.Range: Effectively unlimited

Statistical DataHeight: 13 feet (3.9 m)Width: 4 feet (1.2m)Length: 3 feet (0.9 m)Weight: 1200 Ibs (540 kg)Armored Body: Mega-damage robot body.Power System: The nuclear power pack gives the robot five

years of life even under the most strenuous and constantamount of use.

Black Market Value: The Market will pay 4D4 x 10,000 creditsto study the bot and its programming, and 1D4 x 10,000 cre-dits for a working plasma rifle. The psitol and other weaponshave a wholesale value of about 1D4 x 1000 credits.

Alignment: Not applicable. Humans would consider them to bediabolic killers.Horror Factor: 10Physical Strength: P.S. 40.Other Attributes of Note: Not applicable.Number of Attacks Per Melee: Five total attacks.Combat Bonuses (includes all bonuses): +2 on initiative, +6

to strike, +6 to parry and dodge, +2 to pull punch, +2 toroll with impact. Impervious to horror factor and mind controlbecause it has no living mind to frighten or influence.

Skills of Note: Intelligence 65%, track 65%, climb 90/80%,swim 65%, prowl 40%, land navigation 85%, radio: basic96%, radio scrambler 96%, pilot hover vehicles 96%, pilotjet pack 96%, read sensory instruments 65%, basic math96%, and can be programmed to understand 50 differentlanguages at 96%. Weapon proficiencies included W.P. blunt,W.P. automatic rifle, and all energy W.P. skills.Programming and memory enables the robot to identify

weapons, combat vehicles, humanoid life forms and knownenemies of the Mechanoids, including the Kittani. Combat prog-ramming directs the actions and reactions to encounters andattacks.

Weapon Systems1. M-15 Plasma Rifle (1, standard issue): The common infantry

weapon given the thinman is this devastating plasma rifle.The weapon has an independent, 15 shot energy clip but canalso be connected directly to the robot's power supply witha special conduit, for unlimited rounds. Runners, brains, andbrutes can also use this weapon.

Primary Purpose: AssaultWeight: 25 Ibs (11.3 kg)Mega-Damage: 1D4 X 10 M.D. per blast.Rate of Fire: Five per meleeEffective Range: 4000 feet (1200 m).Payload: E-clip is 15 or unlimited when linked directly to therobot.

2. M-20 Ion Pistol (1; standard issue): An ion blaster is thestandard sidearm for the thinman and is also used by the runtand other Mechanoids.

Primary Purpose: AssaultWeight: 3 Ibs (1.4 kg)Mega-Damage: 4D6 M.D. per blastRate of Fire: Five per meleeEffective Range: 500 feet (152 m).Payload: E-clip is 20 or unlimited when linked directly to therobot.

3. M-30 Robot Variable Laser Rifle (1, Optional): The M-30is a variable light frequency laser designed to overcome laserresistant armor. The robot's combat computer will automati-cally analyze an opponent's armor (if not already preprogram-med into its memory). After one melee round (15 seconds),the weapon adjusts to the light frequency that will inflictmaximum damage. This is standard equipment for the runtand optional for the thinman. The runner, brute and otherMechanoids also use this weapon.

The weapon has an independent, 30 shot energy clip butcan also be connected directly to the robot's power supplyfor unlimited rounds.

Primary Purpose: AssaultWeight: 10 Ibs (4.5 kg)Mega-Damage: 2D6 M.D. or 4D6 M.D.; two settingsRate of Fire: Aimed, burst, wild; see Modern Weapons Proficien-cies.Effective Range: 2000 feet (610 m)Payload: E-clip is 30 or unlimited when linked directly to therobot.

4. Energy Rifles and other weapons can be substituted in anemergency or as a back up weapon.

5. Hand to Hand Combat: Rather than use a weapon, the robotcan engage in mega-damage hand to hand combat. Five (5)attacks per melee!

Restrained Punch: 4D6 + 25 S.D.C.Full Strength Punch: 2D4 M.D.Power Punch: 3D6 M.D., but counts as two attacksKick: 2D6 M.D.Leap Kick: 3D6 M.D.Head Butt: 1D6 M.D.

6. Sensor Systems of Note: Standard for Mechanoid robots.Optics: The robot has full optical systems, including the

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visible light spectrum, infrared, ultraviolet, and passive nightvision (light amplification), thermo-imaging, laser targeting,and telescopic. Telescopic optics function like built-in binocu-lars with a range of about two miles (3.2 km). All the otheroptic systems have a range of about 3000 feet (914 m).

Radar: Can identify and track up to 48 targets simultane-ously, at a range of two miles (3.2 km). Applicable to flyingtargets at 500 feet above the ground or higher only. Radarcan not track ground movement.

Motion Detector: 100 foot radius (30.5 m), adds to abilityto parry and dodge (see bonuses).

Radiation Detector: 100 foot radius (30.5 m); identifiesand measures the amount of radiation.

Radio Communication: Medium range directional radio.Range: 50 miles (80 km). Can also scan and communicatevia code, eavesdrop on enemy transmissions and track trans-missions (60% success level) to their source. Range: 10 miles(16 km). Note: Understands English, Spanish, and Techno-can languages; can identify all others but can not understandor communicate in them.

Speech: The thinman communicates with the Mechanoidsby means of coded radio transmission, but can speak a varietyof languages that are known to the Mechanoids. No Earthlanguages are yet known, but Kittani, Nigelian, Ostrac, andGendo are included.

Runt Combat Robot —————————The runt's function, like the thinman's, is to assist the

Mechanoids in combat, defense, maintenance, repairs and labor.The new runt design is closer to its earlier design than thethinman. There are subtle design changes and improvements,including increased body armor and speed. The head can rotate360 degrees and has a tiny all-purpose laser mounted on the topof its head. Weapons include the same pistol and light laser rifleused by the thinman. The large, heavy plasma rifle cannot beused by the runt.

The runt's deceptive size, often lulls opponents into a falsesense of superiority, because they are quick, strong and deadly.A single runt can lift and carry weights of more than a ton. Theyare found in abundance wherever Mechanoids are found and areoften in the company of thinmen robots, brutes, brains, andrunners.

Model Type: Runt Combat Unit — All Purpose, Combat andMaintenance.Class: RobotM.D.C. by Location:

Hands (2) — 10 eachArms (2) — 30 eachShoulders (2) — 50 eachLegs (2) — 70 eachWeapons (vary) — Typically 40 each*Head — 70**Main Body — 100* Destroying the head will eliminate the optics and most of

the sensory systems — reduce combat bonuses by half.**Depleting the M.D.C. of the main body will destroy the

bot. An attacker must make a called strike to hit a specific part

of the body such as the head, arms, hands, legs and weapons(no strike penalty).Speed

Running: 45 mph (72 km) maximum. Note that the act ofrunning does NOT tire the robot and speed can be maintainedindefinitely. Leaping: The robot legs are strong enabling itto leap approximately 8 feet (2.4 m) vertically or horizontally.Flying: Not possible without the addition of a jet pack orvehicle.Range: Effectively unlimited

Statistical DataHeight: 4 feet, 4 inches (1.23 m)Width: 2 feet (0.6 m)Length: 2 feet, 6 inches (0.65 m)Weight: 400 Ibs (180 kg)Armored Body: Mega-damage robot body.Power System: The nuclear power pack gives the robot five

years of life even under the most strenuous and constantamount of use.

Black Market Value: The Market will pay 2D4 x 10,000 creditsto study the bot and its programming, and 1D4 x 1000 creditsfor its weapons.

Alignment: Not applicable. Humans would consider them to bediabolic killers.

Horror Factor: 8Physical Strength: P.S. 30Other Attributes of Note: Not applicable.Number of Attacks Per Melee: Five total attacks.Combat Bonuses (includes all bonuses): +2 on initiative, +5

to strike, +4 to parry and dodge, +2 to pull punch, +2 toroll with impact. Impervious to horror factor and mind controlbecause it has no living mind to frighten or influence.

Skills of Note: Same as the thinman, except the prowl ability isat 50%.Programming and memory enables the robot to identify

weapons, combat vehicles, humanoid life forms and knownenemies of the Mechanoids, including the Kittani. Combat prog-ramming directs the actions and reactions to encounters andattacks.

Weapon Systems1. M-30 Robot Variable Laser Rifle (1, Optional): The M-30

is a variable light frequency laser designed to overcome laserresistant armor. The robot's combat computer will automati-cally analyze an opponent's armor (if not already preprogram-med into its memory). After one melee round (15 seconds)the weapon adjusts to the light frequency that will inflictmaximum damage. This is standard equipment for the runtand optional for the thinman. The runner, brute and otherMechanoids also use this weapon.

The weapon has an independent, 30 shot energy clip butcan also be connected with a cable directly to the robot'spower supply for unlimited rounds.

Primary Purpose: AssaultWeight: 10 Ibs (4.5 kg)Mega-Damage: 2D6 M.D. or 4D6 M.D.; two settingsRate of Fire: Aimed, burst, wild; see Modern Weapons Proficien-cies.Effective Range: 2000 feet (610 m)

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Payload: E-clip is 30 or unlimited when linked directly to therobot.

2. M-20 Ion Pistol (1; standard issue): An ion blaster is thestandard sidearm for the runt and is also used by the thinmanand other Mechanoids.

Primary Purpose: Assault ™,0fJ TORCHWeight: 3 Ibs (1.4 kg)Mega-Damage: 4D6 M.D. per blastRate of Fire: Five per meleeEffective Range: 500 feet (152 m).Payload: E-clip is 20 or unlimited when linked directly to therobot.

3. Energy Rifles and other weapons can be substituted in anemergency or as a back-up weapon.

4. Hand to Hand Combat: Rather than use a weapon, the robotcan engage in mega-damage hand to hand combat. Five (5)attacks per melee!

Restrained Punch: 4D6+ 15 S.D.C.Full Strength Punch: 1D4 M.D.Power Punch: 2D4 M.D., but counts as two attacksKick: 1D6 M.D.Leap Kick: 2D6 M.D.Head Butt: 1D4 M.D.

5. Sensor Systems of Note: Standard; same as the thinman.

SENSORSLASER.

ROTXTIMGHOiffR 7ET

Runt Repair UnitThis unit is about the same size as the combat runt, but its

function is not combat, but repair. The repair runt flies and hasretractable, electromagnetic adhesive pads and cable to attachitself to the hulls of spacecraft or any other structures. Althoughnot designed for combat, its program includes basic fighting anddefensive skills. The repair runt will attack humanoids on sight.

Model Type: Runt Repair Unit—All Purpose, Repair & Mainte-nance.Class: RobotM.D.C. by Location:

Hands (2) — 10 eachArms (2) — 30 eachShoulders (2) — 50 eachElectro-Pads & Cord (2) — 10 eachThrusters (2) — 30 eachWeapons (vary) — Typically 40 each*Head — 70**Main Body — 100* Destroying the head will eliminate the optics and most of

the sensory systems — reduce combat bonuses by half.**Depleting the M.D.C. of the main body will destroy the

bot. An attacker must make a called strike to hit a specific partof the body such as the head, arms, hands, legs and weapons(no strike penalty).Speed

Running: Not applicable.Leaping: Not applicable.Flying: Hover jets give the robot the ability to fly in the airand move underwater or in outer space. 50 mph (80 km)maximum and can reach an altitude of about 2000 feet (610m).

TH£ RUNT REPAIR POPIS USED WSPACf ANPUNDERWATER TO REPAIRMID MAINTAIN THEEXTERIORS OF SPACE-SHIPS

Ah/D SfA VESSLES.

Range: Effectively unlimitedStatistical DataWidth: 2 feet (0.6 m)Length: 2 feet, 6 inches (0.65 m)Weight: 400 Ibs (180 kg)Armored Body: Mega-damage robot body.Power System: The nuclear power pack gives the robot five

years of life even under the most strenuous and constantamount of use.

Black Market Value: The Market will pay 2D4 X 10,000 creditsto study the bot and its programming, and 1D4 X 1000 creditsfor its weapons.

Alignment: Not applicable. Humans would consider them to bediabolic killers.

Horror Factor: 8Physical Strength: P.S. 30Other Attributes of Note: Not applicable.Number of Attacks Per Melee: Five melee actions/attacks.Combat Bonuses (includes all bonuses): +2 on initiative, +5

to strike, + 5 to parry and dodge, + 2 to pull punch, + 2 toroll with impact. Impervious to horror factor and mind controlbecause it has no living mind to frighten or influence.

Skills of Note: Same as the combat runt.Programming and memory enables the robot to identify

weapons, combat vehicles, humanoid life forms and knownenemies of the Mechanoids, including the Kittani. Combat prog-ramming directs the actions and reactions to encounters andattacks.

Weapon Systems1. Laser Tool: A laser used for cutting and welding is built into

the upper body just about the eye-like sensor.Primary Purpose: ToolWeight: Not applicable.Mega-Damage: 6D6 S.D.C. or 1D4 M.D. or 1D6 M.D.; threesettings.Rate of Fire: Five blast per melee.Effective Range: 200 feet (61 m)

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Payload: Effectively unlimited.

2. Fusion Torch (1): A fusion torch is built into the finger ofthe right hand. This is a tool used for welding, cutting andother repairs.

Primary Purpose: ToolWeight: Not applicable.Mega-Damage: 1D4M.D., 2D4M.D., 3D4M.D. or4D4M.D.;four settings.Rate of Fire: Five per meleeEffective Range: 200 feet (61 m).Payload: Effectively unlimited.

3. The M-20 Ion Pistol, M-30 Laser Rifle or other human-sizedweapons and tools can be used by the little robot.

4. Hand to Hand Combat: Rather than use a weapon, the robotcan engage in mega-damage hand to hand combat. Five (5)attacks per melee!

Restrained Punch: 4D6+ 15 S.D.C.Full Strength Punch: 1D4 M.D.Power Punch: 2D4 M.D., but counts as two attacksFlying body block/ram: 2D4 M.D. with a 1-35% chance

of knocking its opponent off his feet (victim loses initiativeand one melee attack), but counts as two melee actions regard-less of the speed.

5. Sensor Systems of Note: Standard; same as the thinman.

Assault ProbeThe assault probe is a combat robot about the size of a seeker

pod. Its sole purpose is to hunt and exterminate humanoids andother pests. Like the tunnel crawler, the assault probe was orig-inally designed to prowl the man-sized (and larger) tunnels,vents and pipelines of the Mechanoids' motherships, militarybases, and cities. It has since become a reliable weapon used inthe pursuit of refugees, seek and destroy missions, perimeterdefense, and as a mechanical watchdog/guard.

Unless instructed to do otherwise, the assault probe is program-med to destroy all humanoids on contact without hesitation. Theprobe is silent and deadly even though its only weapon is a pairof rapid-fire ion blasters. The robot's design for prowling andcombat in the confines of a tunnel has seen emphasis placed onstealth, alertness and firepower, not range. The probes are man-ufactured by the millions and considered to be inexpensive andexpendable combat units.

Model Type: Robot assault unit — Hunter-KillerClass: RobotM.D.C. by Location:

Sensor Plate (1, front) — 30*Rear Thrusters (2) — 10 each*Lower jets (3) — 15 each*Ion Blasters (2, tiny) — 10 each**Main Body — 60*These are small and difficult to hit targets, thus they can

only be struck when a character makes a called shot and eventhen the attacker is - 3 to strike.

**Depleting the M.D.C. of the main body destroys the robot.

SpeedRunning: Not applicable.Leaping: Not applicable.Flying: Moves by use of a hover jet system, 150 mph (240km), cruising speed is typically about half, maximum altitudeis 2000 feet (610 m).Range: Unlimited.

Statistical DataHeight: 3 feet (0.9 m)Width: 3 feet (0.9 m)Length: 5 feet (1.5 m)Weight: 255 pounds (114 kg)Cargo: None.Armored Body: Mega-damage robot body.Power System: A Mechanoid nuclear battery with a three year

life.Black Market Value: The Market will pay 2D4 x 10,000 to study

the bot and its programming.Alignment: Not applicable; for humans it would be the equivalent

of diabolic evil, killer.Horror Factor: 8Physical Strength: Not applicableOther Attributes of Note: Not applicable.Number of Attacks Per Melee: Four total attacks; single energy

blasts or rapid-fire bursts (a burst counts as one attack).Combat Bonuses (includes all bonuses): +1 on initiative, +4

to strike, +4 to strike with a flying body block/ram, +4 tododge +1 to roll with impact. Impervious to horror factorand mind control because it has no living mind to frightenor influence.

Skills of Note: Intelligence 60%, prowl 50%, track 65%, landnavigation 85%, basic math 96%, and can be programmedto understand six different languages at 96%.Programming and memory enables the probe to identify

weapons, combat vehicles, humanoid life forms and knownenemies of the Mechanoids, including the Kittani. Combat prog-ramming directs the actions and reactions to encounters andattacks.

Weapon Systems1. Rapid-Fire Ion Beam Guns (2): A pair of tiny ion beam

guns are built into the front/head-like section of the robot.The guns are fixed forward and are considered short-rangeweapons by Mechanoid standards. The probe must turn itsentire body to point and shoot, but the bot is very quick.

Primary Purpose: ExterminationWeight: Not applicable; it is part of the body.

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Mega-Damage: 1D6M.D. per single blast, 2D6M.D. per doubleblast or 1D4 x 10 M.D. for a simultaneous rapid-fire burst fromeach gun.Rate of Fire: Four single or multiple bursts.Effective Range: 1200 feet (366 m).Payload: Effectively unlimited; patched into the robot's powersupply.

2. Sensor Systems of NoteOptics: The robot has full optical systems including the

visible light spectrum, infrared, ultraviolet, and passive nightvision (light amplification), thermo-imaging, laser targeting,and telescopic. Telescopic optics function like built-in binocu-lars with a range of about two miles (3.2 km). All the otheroptic systems have a range of about 3000 feet (914 m).

Radar: Can identify and track up to 48 targets simultane-ously, at a range of two miles (3.2 km). Applicable to flyingtargets at 500 feet above the ground or higher only. Radarcan not track ground movement.

Motion Detector: 100 foot radius (30.5 m), adds to abilityto parry and dodge (see bonuses).

Radiation Detector: 100 foot radius (30.5 m); identifiesand measures the amount of radiation.

Radio Communication: Medium range directional radio.Range: 50 miles (80 km). Can also scan and communicatevia code, eavesdrop on enemy transmissions and track trans-missions (60% success level) to their source. Range: 10 miles(16 km). Note: Understands English, Spanish, and Techno-can languages; can identify all others but can not understandor communicate in them.

Speech: The robot can not speak.

SkimmerThe skimmer is a hunter-killer robot designed to be a fast,

deadly and disposable infantry weapon. It is used to patrol andguard Mechanoid bases, reconnaissance, troops support and toseek out and destroy humanoids. They are comparatively simple-minded fighting machines designed to find and kill the enemy.

The protruding appendage at the top of the body is a video/sound camera which can transmit everything the skimmer seesand hears directly to a weevil reconnaissance robot orMechanoid. The skimmer is often used in conjunction with theweevil, which records the data and transmits the information toa Mechanoid for future reference. The transmission range of askimmer is roughly 100 miles (160 km).

Model Type: Skimmer — Combat, Hunter-Killer and Recon-naissance.Class: RobotM.D.C. by Location:

Lower Legs/Hands (2) — 25 eachThruster Jet (1, rear) — 30Fins (8) — 5 eachSpotlight (1, front) — 5Ion Guns (2) — 25 each*Head & Sensors — 45**Main Body — 80

* Destroying the head will eliminate the optics and most ofthe sensory systems — reduce combat bonuses by half.

**Depleting the M.D.C. of the main body will destroy thebot. An attacker must make a called strike to hit a specific partof the body such as the head, arms, hands, legs and weapons(no strike penalty).Speed

Running: Not applicable.Leaping: Not applicable.Flying: Hover jets give the robot the ability to fly in the airand move underwater or in outer space. 300 mph (482 km)maximum and can reach an altitude of about 2000 feet (610m).Range: Effectively unlimited

Statistical DataHeight: 4 feet (1.2m)Width: 5 feet (1.5 m)Length: 7 feet, 6 inches (2.3 m)Weight: 700 Ibs (315 kg)Armored Body: Mega-damage robot body.Power System: The nuclear power pack gives the robot five

years of life even under the most strenuous and constantamount of use.

Black Market Value: The Market will pay 2D4 X 10,000 creditsto study the bot and its programming.

Alignment: Not applicable. Humans would consider them to bediabolic killers.

Horror Factor: 9Physical Strength: P.S. 22Other Attributes of Note: Not applicable.Number of Attacks Per Melee: Five melee actions/attacks.Combat Bonuses (includes all bonuses): -f 2 on initiative, +5

to strike, + 5 to parry, + 5 to dodge (automatic like a parryand does not use up a melee action/attack in the act of dodg-ing), + 2 to roll with impact. Impervious to horror factor andmind control because it has no living mind to frighten orinfluence.Skills of Note: Same as the combat runt.

Programming and memory enables the robot to identifyweapons, combat vehicles, humanoid life forms and knownenemies of the Mechanoids, including the Kittani. Combat prog-ramming directs the actions and reactions to encounters andattacks.

Weapon Systems1. Twin Ion Cannons (2): The cannons can swing up and down

in a 90 degree arc and can rotate 360 degrees to shoot in anydirection regardless of what direction the head and forwardsection may be facing.

Primary Purpose: Extermination/combatWeight: Not applicable.Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. persimultaneous dual blasts (both weapons fire at the same target).A dual blast counts as one attack action.Rate of Fire: Five blasts per melee.Effective Range: 2000 feet (610 m)Payload: Effectively unlimited.

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2. Hand to Hand Combat: The skimmer is not really designedfor exchanging punches with an opponent. However, it canhit with its legs and feet/hands.

A common tactic is for the robot to swoop down on anopponent grab him with its bird-like legs and claws, and flyaway, with the helpless victim, then droping him before theperson can break free or attack it. This attack and quickrelease counts as three melee attacks. Damage from the fallis only 3D4 M.D., but the victim loses two melee actions/at-tacks, loses initiative and is dazed for one full melee round/15seconds (half combat bonuses). Rather than use a weapon,the robot can engage in mega-damage hand to hand combat.Five (5) attacks per melee!

Restrained Punch: 2D6 + 7 S.D.C.Full Strength Punch: 1D4 M.D.Power Punch: Is not possible.Flying body block/ram: 2D4 M.D. with a 1-45% chance

of knocking its opponent off his feet (victim loses initiativeand one melee attack), but counts as two melee actions regard-less of the speed.

Fly and Drop: See description above.

Sensor Systems of Note: Standard; same as the thinman.

WeevilThe weevil is a reconnaissance robot usually used to monitor

the defensive perimeter of a Mechanoid base or to survey areas.This can be done individually or in conjunction with two to eightskimmers. If linked with skimmers, the weevil will receive videotransmissions from them and record all "appropriate" data.Alone, it has a retractable housing with a comprehensive arrayof sensors, recording and transmision capabilties. Whenthreatened, it will retract the sensor stems, signal its skimmerbodyguards and roll away.

Model Type: Weevil — Surveillance, Reconnaissance and Ob-servationClass: RobotM.D.C. by Location:

Transmitting Antennas (2) — 10 each*Primary Optics & Recording (1, head) — 30*Secondary Optics & Recording (1, bottom appendage)—20*Sensor Arms (2) — 40 each*Sensor Cluster (6) — 10 each**Main Body — 100* These are small and difficult to hit targets, thus they can

only be struck when a character makes a called shot and even

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then the attacker is -5 to strike. Destroying the sensor andrecording head only eliminates the robot's ability to film andrecord what it sees.

**Depleting the M.D.C. of the main body will destroy thebot. An attacker must make a called strike to hit a specific partof the body (no strike penalty).Speed

Running: 50 mph (80 km) maximum. The weevil rolls as itsmode of travel. Tiny maneuvering jets are concealed all overits round body. It is equally effective in outer space andunderwater.Leaping: Not applicable.Flying: Not applicable.Range: Effectively unlimited

Statistical DataSize: 4 feet (1.2 m) in diameter.Weight: 1800 Ibs (810 kg)Physical Strength: Not applicable.Armored Body: Mega-damage robot body.Power System: The nuclear power pack gives the robot five

years of life even under the most strenuous and constantamount of use.

Black Market Value: The Market will pay 2D4 x 10,000 creditsto study the bot and its programming.

Alignment: Not applicable. Humans would consider them to bediabolic killers.

Horror Factor: 7; only because other mechanoids or hunter-killerbots must be close by.

Physical Strength: Not applicable

Other Attributes of Note: Not applicable.Number of Attacks Per Melee: Four melee actions (dodge, etc.)Combat Bonuses (includes all bonuses): + 1 on initiative, +2

to strike, +3 to dodge, +3 to roll with impact. Imperviousto horror factor and mind control because it has no livingmind to frighten or influence.

Skills of Note: Same as the combat runt.

Programming and memory enables the robot to identifyweapons, combat vehicles, humanoid life forms and knownenemies of the Mechanoids, including the Kittani. Combat prog-ramming directs the actions and reactions to encounters andattacks.

Weapon SystemsNote: The robot is a massive sensor and radio station and has

no weapon systems. However, the weevil is typically accom-panied by two or four skimmers, if not by a Mechanoid combator reconnaissance team. If endangered, the weevil will takeevasive action and radio for help. Attackers have two melees(30 seconds) to destroy the weevil before it can send a radiotransmission. Also, the unit must stop and extend its antennasto send or receive transmissions.

Sensor Systems of Note: Extended; same as the overlord.Furthermore, each weevil has six sensor clusters that can bedropped from a concealed hatch in the body.

Each cluster extends the weevil's range of transmission by200 miles (320 km) and sends back sensory data regarding thepassage of enemy troop movement, seismic activity and groundvibration from the passage of bots and vehicles, motion detection,and transmits images and sounds. Several weevils can create asurveillance and security web that will warn of enemy activity.Each cluster has an M.D.C. of 10.

The destruction of any one or two clusters may be construedas an accident and not place the Mechanoids on alert. However,it is likely that 1D4 skimmers will be dispatched to scan the area.

Hand to hand combat is also impossible. The weevil's onlymeans of physical attack is to roll over an opponent; 1D6 M.D.

OLD STYLE WEEVIL

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————————— TWO

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The Mechanoid* Hierarchy,Population Percentage & NotesNote: The estimated total population of Mechanoids in the uni-verse is a paltry 800 million. This number is about 10% comparedto past numbers, but then they have just made their reappearancein the universe. They continue to build their numbers.

Overlord 0.5%Oracle 1%Brain 6%Runner 14%Brute (Type One) 13%Brute (Type Two) 7%Wasp 25%Exterminator with Seeker Pods 7%Tunnel Crawler 6%Black Widow 2%Mantis 1.5%Octopus (Type One) 2%Octpus (type Two) 4%Mindless Drones 9%Others 2%

Mechanoid RobotsNote: There are thirty times as many robots as Mechanoids,approximately 24 billion.

Assault Probes 20%Combat Runts 14%Repair Runts 7%Skimmers 14%Thinmen 28%Weevils 11%Others 6%

CommonMechanoid SquadsBasic Maintenance or Repair Team1 Brute or Runner or Octopus2 to 4 Thinmen1 to 4 Runts (either type)

Robot Drone Reconnaissance Team1 Weevil2 to 4 Skimmers

Mechanoids' Low Profile Reconnaissance Team1 Weevil2 Tunnel Crawlers2 Skimmers2 Seeker Pods2 to 4 Runts

Mechanoids' Standard Reconnaissance Team1 Weevil1 Seeker Pod1 Type One Brute1 Type Two Brute1 or 2 Tunnel Crawlers2 Skimmers2 Runts1D4 Thinmen

Mechanoids' High ProfileReconnaissance Team2 Runners or one Brain and Runner2 Type One Brutes2 Exterminators & Seeker Pods2 Skimmers or Tunnel Crawlers2 Weevils1D4 +2 Thinmen1 or 2 Wasps are optional

Mechanoids' Low Profile Research Team(field scientists)2 Runners or one Brain1 or 2 Brutes (either type)1 Exterminator & Seeker Pod1 Weevil or Skimmer2 Runts4 Thinmen

Mechanoids' High Profile Research Team(field scientists)3 or 4 Runners or one Brain and two Runners1 Weevil1 Mantis2 Wasps4 Brutes (either type)2 Exterminators or Skimmers2 Runts2D4 + 2 Thinmen

Mechanoids' Low Profile Seek& Destroy Team2 Tunnel Crawlers2 Skimmers2 Exterminators & Seeker Pods1D4 Assault Probes1D4 Runts

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Mechanoids' Standard Seek& Destroy Team1 Weevil2 Skimmers2 Wasps2 Tunnel Crawlers2 Exterminators1 Type One Brute (with full weapon package)1 Type Two Brute (with full weapon package)1D4+1 Assault ProbeslD4 + 2Thinmen

Mechanoids' Standard Strike Force& Rescue Team4 Wasps4 Skimmers2 Type One Brutes (with full weapon package)2 Type Two Brutes4 Exterminators & Seeker Pods6 ThinmenNote: The exact number and type of Mechanoids that make-upany team can vary depending on the situation and availableresources.

The MechanoidSpider Fortress

Along with the Mechanoid ground and air troops, an entireSpider Fortress has been rifted to Earth! The fortress is a gargan-tuan mobile assault base that is 853 feet (260 m) in diameterand towers 1598 feet (487 m) high. Fortunately for our heroes,its entire complement of troops did not make it through the riftand the fortress has suffered massive amounts of damage.

One-quarter of the normal troops, which have been dividedinto the Four Forces each with specific goals. The fortress servesas a mobile base of operations and is the heart of Force.Four,with the purpose of drawing the human heroes away from moreimportant, secret activities and to seek and destroy as manyhumanoids as possible.

Even at half its normal strength and with a fraction of itsnormal troops, the Spider Fortress is a deadly weapon of incred-ible power!

Model Type: Mobile Assault Base — Infantry & DefenseClass: Robot Combat VehicleCrew: 14 brains

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Troops: The first number indicates how many Mechanoids arecounted among the fortress' current troops. The number in paren-thesis is the standard number of troops. The rest of the troopshave been divided into the four task forces.

Brains: 15 (32)Runners: 5 (72)Wasps: 6 (24)Brutes: 2 (12)Tunnel Crawlers: 0 (6)Combat Runts: 24 (120)Thinmen: 24 (100)Skimmers: 24 (64)Weevils: 4 (32)Assault Probes: 12 (32)

M.D.C. by Location: The number in parenthesis is the normal,undamaged amount of mega-damage capacity.

*Plasma Cannons (2) — 300 (500) each*Bowl Laser Cannons (4) — 50 (120) each*Missile Launcher (1, inside lid) — 120 (120)*Particle Beam Turrets (4, underside of platform) — 70 each

and only two are working (normally 140 each).*Rim Lasers (52) —10(10) each, but only 11 are working.*Legs (4) — 300 (600 each)Energy Barrier — 0 (normally 3000)**Lower Platform — 850 (1200)***Top lid — 1400 (3000)****Main Body Bowl — 916 (2000)* These targets are comparatively small and require the at-

tacker to make a called shot (No additional penalties).** Depleting the M.D.C. of the lower platform destroys the

four particle beam turrets and reduces speed by 50%.*** Depleting the M.D.C. of the top lid portion of the fortress

eliminates the plasma cannon and missile launcher. Furthermore,all further attacks against it from above, strike the main bodyand inflict double damage!

****Depleting the M.D.C. of the main body destroys allweapon systems on the bowl, the protective energy barrier, andthe line of troops communication, damages sensors and com-pletely immobilizes the robot fortress. The results are all combatbonuses, damage and ranges of weapon systems still in operation,including the plasma cannons and P-beam turrets, are reducedby half! The missile launcher can only fire if the lid was open/upwhen the main body was destroyed.

Note: Destroying the main body and the upper lid or lowerplatform will destroy the entire fortress, causing it to explodein a contained, fiery mass. Everybody inside or within 1000 feetis killed (suffers lD6x 1000 M.D.).Speed

Running: 60 mph (96 km).Leaping: Not applicable; it cannot jump.Flying: Not applicable; no means of propulsion nor anti-grav-ity system.Range: Unlimited.

Statistical DataHeight: 1598 feet (487 m)Width & Length: 853 feet (260 m) in diameter.Weight: 6000 tonsCargo: Plentiful

Armored Body: Mega-damage armor with personnel compart-ments that have a life support system. All Mechanoids areclad in their armored, cyborg bodies.

Power System: A plasma energy system gives the fortress itspower and a life of 600 years.

Black Market Value: The Market would be interested in studyinga spider fortress that is at least partially operable, but theyare not likely to pay more than 3D4 million credits.

Alignment: Not applicable.Horror Factor: 18Physical Strength: Equal to a P.S. 60.Other Attributes of Note: Not applicable.Number of Attacks Per Melee: Specific weapons may be limited

to the number of times they can fire per melee round (15seconds), however, the total number of melee actions and/orattacks per melee round is 24! Plus each of the 52 rim laserscan fire once per melee (scattershot, not more than two rimlasers can shoot at the same target at a time). The availableweapons can be used in any combination.

Combat Bonuses (includes all bonuses): + 2 on initiative, +7to strike with plasma cannon, +6 to strike with particlebeams, + 5 with all other weapon systems, + 2 to strike witha kick or stomp, +4 to strike with a body block/ram. Thefortress has no parry, dodge or roll with impact bonuses. Seethe M.D.C. description for combat penalties from damage.

Weapon SystemsRemember: 24 attacks per melee round (15 seconds) are possiblefrom the major weapon systems, numbers two through five.

1. Energy Barrier — Special Defense System: The energybarrier encircles and protects the entire fortress unit frommassive bombardment, but the fortress cannot fire its weaponswhile the energy field is up. The field can recharge 500M.D.C. every hour (about 8.3 M.D.C. every minute). How-ever, if the main body bowl loses more than half its M.D.C.there is a 1-58% chance of losing the protective shield (requir-ing 6D6 hours of repair and parts). Note: The spider fortresson Earth doesn't have sufficient parts, but they may be ableto jury-rig something over time.

2. Dual Firing Plasma Cannons (2): A devastatingly powerful,long-range weapon. The two cannons can fire simultaneouslyat the same target or individually at different targets. Bothare located near each other. The cannons have a 45 degreearc of fire, both vertically and horizontally. Otherwise theentire spider fortress must move/adjust to fire. Note however,that the bowl housing can rotate 360 degrees on the lowerplatform and get the guns into a new firing position in about3 seconds (uses one melee attack).

Primary Purpose: AssaultWeight: Not applicable.Mega-Damage: 1D6X 10 M.D. per single blasts or 2D6x 10

per simultaneous, double blast if two plasma cannons areused. Simultaneous double blast counts as one melee attack.

Rate of Fire: Six times each per melee.Effective Range: 6000 feet (1828 m).Payload: Effectively unlimited; patched into the power supply.

3. Missile Launcher (1): Nestled safely inside the lid is amedium- and long-range missile launcher. To fire, the lid

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Spider Fortress

Basic Fortress DataSpeed 60 mph (96 km)Height: 1598 feet (487 m)Width & Length: 853 feet (260 m) indiameter.Weight: 6000 tonsCargo: PlentifulArmored Body: Mega-damage armorwith personnel compartments thathave a life support system. AllMechanoids are clad in their armored,cyborg bodies.Power System: A plasma energy sys-tem gives the fortress its power anda life of 600 years.Remember: 24 attacks per meleeround (15 seconds) are possible fromthe major weapon systems.

Energy Barrier — Special DefenseSystem: The energy barrier encirclesand protects the entire fortress frommassive bombardment, but the for-tress cannot fire its weapons while theenergy field is up. The field can berecharged 500 M.D.C. every hour(about 8.3 M.D.C. every minute)

The lid opens to a maximum of a 45degree angle. It can fire twin plasmacannons, missiles or release wasps.

BOWL HOUSING,CAPABLE OF 3f>0*ROTATIOM.

Dual Firing Plasma Cannons (2):lD6x 10 M.D. per single blasts or2D6 x 10 per simultaneous, doubleblast.

There are hatches scattered around thebody bowl to admit and release thewasps and other troops. The averageM.D.C. of a hatch is 100.

CAMNONS

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Missile Launcher (1): Inside the lidis a missile launcher that can fire bothmedium and long range missiles. Tofire, the lid must open only 20 per-cent. 2D6 X 10 M.D. for mediumrange plasma missile or 3D6xlOM.D. per long range plasma missile.

Particle Beam Turrets (4)

Bowl Laser Cannons (4)

Destroying the main body and theupper lid or lower platform will de-stroy the entire fortress, causing it toexplode in a contained fiery mass.Everybody inside or within 1000 feetis killed (suffers lD6x 1000 M.D.).

52 Short Range Rim Lasers: Tiny,short range lasers are built along therim of the body bowl. They areprimarily anti- personnel and closecombat weapons. Each weapon canbe angled by about 100 degrees. 6D6per single blast — 2000 feet (610 m)range.

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PRESENT AT ALL MAJOR MECHANOID BASIS.

Cut-Away of wasp tunnel systemcommon to most Mechanoid basesand outposts. This system allows thewasps and other troops to exit the for-tress without it having to lower itsenergy shield.

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must open only 20 percent. It is a fast loading missile launcherthat can fire medium and long range missiles.

Primary Purpose: AssaultWeight: Not applicable.Mega-Damage: 2D6x 10 M.D. for medium-range plasma mis-sile or 3D6 x 10 M.D. per long-range plasma missile.Rate of Fire: One at a time or in volleys of two or four, for atotal of four volleys per melee round (15 seconds). Each volleycounts as one melee attack regardless of the number of missiles.Effective Range: Medium-range missiles, up to 60 miles (96km). Long-range missiles, up to 500 miles (800 km).Pay load: The launcher can fire a maximum of four missiles atany one time, but holds a total pay load of 48 medium- and 24long-range missiles.

4. Particle Beam Turrets (4): A pair of double-barrelled particlebeam turrets are built into the undercarriage of the lowerplatform. Each can rotate 360 degrees, with a 90 degreevertical arc of fire. Each also has its own targeting system.

Primary Purpose: AssaultWeight: Not applicable; it is part of the body.Mega-Damage: 1D4 x 10 M.D. per single blast or 2D4 X 10 persimultaneous, double blast (aimed at the same target). A simul-taneous, double blast counts as one (1) melee attack.Rate of Fire: Four bursts per each turret per melee round.Effective Range: 2000 feet (610 m).Pay load: Effectively unlimited; patched into the power supply.

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5. Bowl Laser Cannons (4): This long-range weapon is forwardfacing but the barrels can be rotated in all directions, in a120 degree arc of fire. The lasers also have the standardvariable light frequency capabilities.

Primary Purpose: AssaultWeight: Not applicable.Mega-Damage: 6D6 per single blast!Rate of Fire: As many as six times each per melee round (15seconds).Effective Range: 6000 feet (1828 m).Payload: Effectively unlimited; patched into the power supply.6. Short-Range Rim Lasers (52): Tiny, short-range lasers are

built along the rim of the body bowl. They are primarilyanti-personnel and close combat weapons. Each weapon canbe angled by about 100 degrees.

Primary Purpose: Anti-personnelWeight: Not applicable.Mega-Damage: 6D6 per single blast!Rate of Fire: Equal to the total number of hand to hand attacks.Effective Range: 2000 feet (610 m).Payload: Effectively unlimited; patched into the power supply.

7. Hand to Hand Combat: Physical combat is very limited andit can only make a total of six physical attacks per meleeround (15 seconds). All other attacks are made using theenergy weapons.

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Stomp with Foot: 2D6 X 10 M.D.Crush from Stomp: 1D4X 10 M.D. every time pressure is

applied (counts as one attack).Kick: 4D6 M.D. and there is a 1-60% chance of knocking

its opponent off his feet (victim loses initiative and one meleeattack). Counts as one (1) melee action.

Body Block/ram: 1D4 x 10 M.D. and there is a 1-85%chance of knocking its opponent off his feet (victim losesinitiative and one melee attack), but counts as two meleeactions regardless of the speed.

Mechanoicf TechnologyThe Mechanoids' technology is both more advanced and alien

in nature when compared to that of humans on Rifts Earth. Theirentire technology is based upon cybernetics, robotics andpsionics. All living Mechanoid organisms are integrated withmachines and have some measure of psychic powers; in manycases, they are at phenomenal levels.

Most of their machines do not have the display screens, but-tons, switches, triggers and knobs humans expect. Instead, thesethings are commonly internal elements activated by psionic pow-ers like telepathy and telekinesis. This makes it quite difficultfor the average human, unless he is psionic, to use most devicesof Mechanoid design. Likewise, the aliens prefer to communicateby means of telepathy, but also send coded messages by meansof radio and laser communication systems. An artificial voicesynthesizer is often used to simulate a voice when dealing withhumans.

Player Note & Example: In an old-play test of the originalMechanoid RPG, a group of player characters had infiltrated aMechanoid base, were discovered and tried to escape. They doveinto a Mechanoid elevator and ... to their horror, stared at asmooth blank wall. The walls were absolutely smooth, and fea-tureless. With no control panels, buttons, protruding wires, orexternal controls of any kind! Several runners and a couple ofthinmen closed in with, weapons blasting. Fortunately, the grouphad a psionic "ESPer" with them. He performed an object readon the elevator while the group engaged the Mechanoids in afire-fight. The psionic character learned the history and operationof the elevator — a good start but there was more trouble.

Behind a particular area of the wall was a simple switch,normally activated by telekinesis. Unfortunately, none of thecharacters had that power. Instead, a mechanic carefully cutaway a portion of the wall to flick the switch by hand. Meanwhile,a pitched battle raged around him. Something as easy as flickinga switch became a life and death struggle.

Mechanoid ComputersMechanoid computers or "Brain Pools" are living organisms

that serve as computers. They have no personal identity or con-sciousness of being alive. The brain pool is an intelligent, livingvegetable that contains, collates and uses information like acomputer. There are only ten brain pools on a Spider Fortress,but there are millions on the planet-sized motherships. The big

ships have at least one every 500 miles, with many hundredsclustered in areas such as engineering, life support, navigation,research, science labs, power networks, and similar.

Brain pools can only be used by psionic beings. Within theMechanoid hierarchy, only Overlords, Oracles, Brains and Run-ners have the authority to access a brain pool. No otherMechanoid has the physical or mental capacity to tap into theseliving psionic computer units. Ironically, humans with masteror major psionic powers can also link with a Mechanoid brainpool! The psionic humanoid must enter the unit (usually measur-ing about 15x15x15 feet (4.6 m; although some are 8 times thatsize) and make physical contact (flesh touching flesh) with thewarm fluids and soft, lumpy, membranes that cover the entirearea of interior walls and ceiling. This will mean at least takingoff protective helmets to use the computer — best results andimmediate contact occur when the character is completely (well,mostly) naked. The psionic must then open himself mentally/tele-pathically and emotionally to the computer. Meditation andfocusing on one to four specific topics is the best means toestablish the psionic union and to find the desired data. It typicallytakes about 1D4 minutes to make the proper connection; halfthe time if naked.

Humanoid participants experience a pleasant euphoria accom-panied by a floating sensation and no sense of time passing. Atthis point, the character is oblivious to everything around him,only a telepathic or empathic message can reach somebody "plug-ged" into a brain pool.

The mental accessing of information, diagrams, maps and soforth, is instantaneous; accomplished with a thought. Any delaysor confusion stems from the unfocused thoughts and emotionsof the user and/or the user's inability to remember everything(total recall is extremely handy).

The psionic person should direct his/her inquiries as simplyand directly as possible via telepathy and should try to gathersmall blocks of information. Requesting too much data can causea mental and sensory overload that will daze the user and breakthe connection with the brain pool. For Example: If the layoutof the mothership is requested, the brain pool will respond bytransmitting the schematics and floor plans of the entire ship,results in overload. Likewise, requesting the Mechanoids' historywill provide not only the linear data but images and emotions,resulting in sensory overload. Limit the question as much aspossible, like requesting the layout of a small, specific area,such as "transport factory, Level 3." This is safe and painless.A person may ask as many questions as he/she desires oncecontact with the computer is established.

Victims of sensory overload will have only one melee actionor attack, all skills and combat bonuses are reduced by 75%,speed is reduced by 90%, and the character becomes dazed andconfused. He or she will have difficulty thinking, walking, talk-ing and may not recognize friends and family. This dazed statewill last for 3D4 minutes. Furthermore, the character will sufferfrom a headache and a penalty of -1 on all combat bonusesand - 10% on all skills for 1D4 days. Worst of all, the desiredinformation was never properly received so there is no memoryof it.

Tapping into a brain pool is painless, except for sensory over-load and, once one becomes accustomed to the process, it takesonly a few minutes (2D4) to learn just about anything. The

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danger is that brain pools are designed to be an informationretrieval and exchange, which means before the living computerhas provided its service, it automatically probes the mind of thecreature using it. It psionically probes and extracts ALL informa-tion, thoughts, memories, and knowledge and stores it in datafiles for future reference. It is available to anybody who canaccess it. Within six hours that information will be distributedthroughout the entire network. The Mechanoids have few secretsbetween each other, but humanoids may have plans, memories,ideas and data that are best not shared with enemy invaders.

Only characters with the super psionic power of mind blockauto-defense are impervious to the probes unless they concentrateon lowering their mental guard. Mind blocks will prevent orcause delays in accessing information from the information pool.The communication link will be broken every few minutes,requiring the user to start again from the beginning. After thebrain pool has extracted all the data (takes about one minute)from the user, it completely opens itself to him. This means notonly can the character extract information, but if he has thepower of mind wipe, he can erase specific blocks of information/knowledge/memory extracted from him during the probe (andbefore it is shared with the network and added to the permanentdata files).

Notes: The typical brain pool has 50 M.D.C. and 35 hitpoints. Destroying the living organism destroys that particularunit, but a silent alarm alerts the Mechanoids to trouble whenevera unit is hurt or killed. The brain pool has no defenses. TheMechanoids presume that humanoids cannot gain access to abrain pool and that few humanoids can figure out how to use one.

There is no way to make a hard copy of the data either onpaper or disc because the information is psionically transmittedfrom one brain to another. Characters with total recall can re-member and translate the information onto a system better suitedfor fellow humanoids; these can include audio and/or video re-cordings, computer input, handwriting, drawings, or telepathi-cally passing the data onto others (but most humanoids forgetdetails with the passage of time). Note that the character coulduse a Splugorthian, telepathic, holographic imager to projectand record information gathered from a brain pool.

The MasterComputer Brain

The brain pools on a mothership or Mechanoid bases/supercities are all linked to a Master Computer Brain. This Mastercomputer is also a living creature of flesh, circuits and psionics,but unlike the brain pools, is a sentient being with a will andpersonality of its own (its alignment is typically aberrant evil).The organism is gigantic, typically filling a 500 square mile(800 km) area. If this incredible entity is destroyed the base orship is severely crippled, forcing secondary computer banks andbrain pools to be used instead. Availability of weapons andcomputers/brain pools, the speed and accuracy of all systemsand all operations are reduced to one-third normal. In manyways the master computer complex "is" the mothership.

Only the Overlord, Oracle, Runner, Brain and Brute are al-lowed physical access to the containment chamber of the mastercomputer. The brains, runners, and brutes are the main servicetechnicians and defenders, although Wasps and other

Mechanoids can be summoned during an emergency. NO robotsof any kind are ever allowed in this area. Only the overlord isallowed to link with it directly. Others foolish enough to trylinking with the Master Computer Brain are completely at themonster's mercy.

First of all, the computer can allow or not allow any sort ofmind link at its discretion. The computer user must open his orher mind up to the Master just as they would the brain pools.The difference is that the Master is in complete control of hisdata file and their brain. The fiend can scan everything the userknows, implant any data it desires (real or a creation of itsimagination), implant ideas and suspicions, implant 1D4 +2 dif-ferent insanities (any) or compulsions (the latter is like the com-pulsion spell), adjust skill knowledge (enhance or decreaseknown skills by as much as 50%), mind wipe or change importantdata and memories, completely and permanently erase half aperson's mind (erase 50% of the memories and knowledge) ormentally possess him. Absolutely NO information can be ex-tracted from an uncooperative Master Computer Brain! Note:There are no master computers on Rifts Earth.

Statistical data about the Master Computer BrainLife Form: Effectively an alien intelligence or something very

similar to one.Alignment: Any, but typically aberrant evil.M.D.C.: 2D6 x 1000Horror Factor: 16, but only applicable when somebody realizes

exactly what they are up against.Psionic Powers: 1D6X 10,000 I.S.P. and equal to a 20th level

master psionic. Powers include all sensitive, physical andsuper abilities (does not include the powers of a MindBleeder).

Combat & Bonuses: In addition to the mind altering abilitiesdescribed and listed previously, the creature is impervious tomind control and + 10 to save vs all other forms of psionicattacks and mind afflicting magic (including illusions), he is+ 6 to save vs all other forms of magic, impervious to S.D.C.weapons, heat, cold, poison and drugs.

Mechanoid Footnotes& Reminders1. All Mechanoids tend to believe they are superior to anyother races, particularly humans and humanoids. This arroganceis instinctive and can lead even the elite four to underestimatehumanoid opponents.2. Most "true" Mechanoids, including the oracle, have an un-reasoning hatred for humanoid life. Only the big haulers anddigger drones are mindless and therefore, indifferent towardhumanoids.3. Mechanoids harbor no ill will toward non-humanoids/bipedswho do not resemble humans. They will treat these alien lifeforms with respect and consideration. In many cases, they willhelp non-humanoids. However, even the most inhuman creatureis considered an enemy and destroyed if they ally themselveswith humanoids.4. Mechanoids communicate by means of psionics (telepathyand empathy), as well as by radio and laser.

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Mechanoid Digger SXHf V/£W

1171TOP VIEW

S3*^BOTTOM • VIEW

REVEALING THE CONTJNIMLHYDRQG£N FUSION CHAMBER.

THE DIGGER DIRECTS HXKO&N BUST&(AfPROX iO PERSECOND) VAPORIZ/NG AMD AAELTINC, THE EARTH AN6 STON£THE CLAWS DIG, TRIM,ANP SHAPE THE I km WIDE2km DEEP CAML.

THE DIGGER FUNCTIONS DAY ANDNIC.HT AT FULL CAPACITY,PAUSING, ONLY 30 MINUTES EVER 2H HOURS.

DAMAGE CAPACITYHEAD 28OO&ODY TOP WOOBODY BOTTOM ISOflOOC.H.F.c.

2OOOEACH

SDC • <f8OR4TMC, : J8

©/1B2 KEVW 5IEM&/EMCONTINUAL HYRObEtf

FUSION CHAMBERBLAST CENTER DOESi-t DAMAC.E x 10,000

PLASMA GENERATOR*DOfS /-(, DAMAte

X 1000

The digger is mentioned but not de-scribed in this book because nonemade it to Earth.

TPLA5MA GENERATOR CAN HR£ONCE EVERY 10 SECOND. THAT'S6 ATTACKS PER M£L£E.MA/. RANGE 2OOO*>.

DI&GeRS' CLAWWITH MECHAVOID MAMISTO INDICATE SCALE.

CLAW IS 3LO*>.LONGMm FROM SHOULDER TOCIAW: (>&0~>.

BODY LENGTH: 1020*. WIDTH: 752 „.OTHER NOTES... roTAL CL*W T0 WWSPAN.: 1772 ~.

ALWAYS ACCOMPANIED BY £ AiWT/S AND 2-L WASPS.'CANAL AREA WITHIN 2k™. RADIUS OF THE DIGGER

EXTREMELY RADIO-ACTIVE-, LETHAL TO ALL HUAMNOID LIFE. ONLYE.B.A. CERTAIN TO SURVIVE, LB.A. /S SAFE FOR I HOUR EXPOSURE.

' DIGGER HOVERS BY UNDETERMINED MEANS. PERHAPS ANTI-GRAV. OR PSIONICLY.IF THE CONTINUAL HYDROGEN FUSION CHAMBER(CM.F.C.) IS DESTROYED (?OOQSDC)THE ENTIRE DIGGER. WILL EXPLODE (f-i X 30,000 PAMAG£ fOR A I k™ RAPIVS).HOWEVER. THE C.H.F.C IS VULNERABLE TO DIRECT ATTACK OMLY WHEN SHUTDOWN FOR ITS 30 MWVT£ REST PERIOD.

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5. The living Mechanoid organisms are carbon based creatureswith a human origin (not that you could tell by looking at them).They are fragile, S.D.C. creatures with fleshy tissue, intricatenervous systems and large brains. They are completely integratedwith their cyborg bodies and cannot survive for long withoutthem. Mechanoids cannot breathe Earth's air or any oxygen- ornitrogen-rich atmosphere.6. All Mechanoids are encased in a M.D.C. environmentalbody armor and exo-skeleton containing a life support system,independent air supply, circulatory system, purification system,heat and radiation shielding, communications and sensor system,enhanced optics and radar. The containment chamber that encap-sules the living organism is equivalent to the reinforced pilot'scompartment of human vehicles. _.••• . - . . . .

8. Mechanoids feed by partially or entirely slipping out of theirmechanized body housing and into a liquid nutrient tank. MostMechanoid body housings contain a two to five week food sup-ply.9. The sensor pods and head areas are often a weak point inthe Mechanoids' design. Destroying the head or sensor area willusually cripple or impair the cyborg. However, these areas aretypically small and/or shielded, requiring the attacking characterto strike only on a called shot; strike penalties may apply.

DIGGER WITHOUTBODY ARMOR

7. Most of the Mechanoids' equipment, elevators, transporters,machines, vehicles and other devices are operated psionically,requiring mind links, telepathy, empathy, telekinesis or ectop-lasm. Consequently, there are few handles, knobs, buttons, sc-reens, or other external controls.

10. The Seeker Pod is generally considered to be part of theexterminator, thus when a seeker is sighted, the other cannot befar away. When not on patrol, it will rest in a special bay withinthe exterminator itself.11. The wasp is bred exclusively for war, which it excels at.It is a superior strategist, clever and fast thinking. When dealingwith humans on a small scale they are often clearly sarcasticand playfully cruel in a cat and mouse fashion. They are alwaysdevastating and never take combat as a lark.12. The tunnel crawler is an independent agent of destruction,permitted to wander where it desires. They are often found witha pair of skimmers, assault probes or fellow tunnel crawlers.They are usually found wandering the wilderness or city sewersin search of human prey.13. Mechanoid Haulers, Battle-cruisers and Black Widowsdid not enter the dimensional rift, so they are not included inthe descriptions.

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Adventures

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The Nightmare BeginsA Scenario Outline

Basic Plot: This adventure is an introduction to theMechanoids, their cruelty and their plan for destruction. It issuitable for player characters of any experience level, but is idealfor low to middle level characters. Some GM's may want tobeef up the opposition if the player group is high level or unusu-ally tough. However, even against high level heroes the GMmay want to keep things as they are. This would make it aquickie adventure that establishes the overall setting and theconflicts to come.

Setting: The wilderness that was once pre-Rifts Maryland,Pennsylvania, and Virginia is under siege by marauding de-stroyers. There are dozens of reports about demons and giant"robots" attacking and completely leveling towns and villages.The local authorities and Coalition sources confirm that at leasta dozen towns have been destroyed. There are no reports ofstraight out theft. There is only carnage and in many cases, thereare no survivors. It is apparent that these "demons" are usingsophisticated energy weapons which gives more credence to thereports that identify the attackers as robots. The attackers usehit and run tactics — and never stop moving. The beings respon-sible for these attacks are destroyers, not conquerors. This hasled many to speculate that it is the handiwork of the "Devourer"and his "swarm."

An account from a survivor might go something like this:The adventurers encounter a farmer who claims to have witnessedthe destruction of his village. He is middle-aged, walks with alimp and wears a wide brimmed hat tilted in such a way that itcovers much of the left side of his face. What isn't obscured bythe hat is covered by long, dirty strands of brown and grey hairwhich falls over the left eye, down to his cheek. He tremblesas he talks and his tone is filled with sorrow.

"It was terrible. Just terrible. It was mornin' but the sun ain'trisen yet, 'cept for a little halo of light over the hill. I wasadmirin' the view when I realized that halo of light was comingfrom the south, not the east like it oughtta. Then it hit me, thewhole town of Greenview must be on fire to give off a light likethat. Then, before I could say a word to my two sons, the roofof my house was torn right off. At first, I thought we was hitby a twister, but the timber that connected to the roof was cutsmooth and the tips glowed red like embers. I know now it wasone of them lasers or somethin' that shaved the roof right off.

"Next thing, I hear screamin' and explosions and the neigh-bor's house is on fire. Wood an' dirt, an' debris is flyingeverywhere. Some things, like a pair of airplanes zoom by likelightning, right down the road, blasting houses, barns, vehicles... people ... everythin' in their path. Faster than I can blink,they're gone, 'cept now there's holes blasted in the ground,parts of buildin's are missing an' smoke an' grit is everywhere.All this happened in seconds. Then, the flying things are back!There's a blast of light an' I fall to the ground, blinded. I hearmore screamin' but like through a tin can 'cause my ears arehurtin' from the noise of the blasts an' all. I pray to god an'crawl like a frightened dog into a hole that wasn't there a secondago.

"Maybe a minute passes when my eyes can see again. I lookover to where my boys had been standin' ... only ... only ...they're gone. All th ... that's left is a crater and one of Joey'sshoes with ... oh god ... with his foot still in it. God Almighty,only his foot! Everything else gone! Vaporized!! God ... myJoey an' Thomas an' Nettie ... all... gone. Like hell just openedup and swallowed 'em."

The tortured man needs a moment to regain his composure.He chokes back the tears and continues.

"I don't know how many minutes passed. I ... I must'a beenin shock ... I don't know what all happened next... I just don'tknow."

The story is again interrupted as the man collapses, shakingwith uncontrollable sobbing. After several minutes, he is ableto continue. If the group starts to leave before he's finished, hegrabs the nearest person and pleads for them to wait. There'smore!

"I think I must have heard a noise. The next thing I rememberis looking up. There it stood. The devil from hell! Ten feet tall,maybe bigger, standing there kinda greenish an' red in the lightof the fires. Grinning as happy as could be. In one hand thedevil had this big gun. In the other was Jack's youngster, Sara.She ... she was all broken up and hung limp like one of her ragdolls ... She was only 10 years old ... It didn't have to ... shewas only a child! An' this thing just stood there with this awfulgrin! I went crazy, started screaming an' was about to chargethe damned thing when it fired its gun. The shot missed medirectly ... but ... it blasted the dirt out from under me ... an'did this ..."

Trembling hands remove the hat and brush away the long,salt and pepper hah- from the left side of his face. Painful lookingblisters and scars cover the left side of his charred face, fromhis cheek to the top of his head. The left ear is missing and theeye socket is an empty, black hole. The damage is recent, nomore than a week old. It's a wonder the farmer can speak atall. In a raspy whisper he continues.

"Must'a figured me dead. I woke up in the arms of a stranger.He said that he had done all that he could, let my head downgently, got up and walked away. I guess he was a travelin'preacher or healer or somethin'. I figure that he used his magicto heal me up the best he could. Probably ... shoulda ... justleft me ... I ... ain't got nothin' left ... nothin' ... at all. Far asI could tell, the devil's done killed everybody. 'Course, washard to tell ... there weren't... too much left. No buildings leftstandin'... not a stick ... an' the people ... only parts an' mangledbodies.

"I buried what I could ... prayed a while ... cried ... criedfor days ... and left. I ... couldn't ... bring myself to take alook at Greenview. My village was little. Greenview ... thatwas a big town ... maybe 1000 people ... I ... just couldn'tbring myself to see that many dead ... that's 'bout all I can tellyou, 'cept them devils left the footprints of 'bots. Deep, hardlines.

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"You boys look like heroes. Tell me you're gonna find thosebastards and send 'em back to hell! Tell me you're gonna!! Tellme!! Tell ... me ... please ..."

Again the sobs and trembling. There's little anybody can doto comfort this fellow. He'll be haunted by his loss, grief andthe memories of monsters for the rest of his life.

Moving OnThe overall setting is such that the player characters are likely

to be in the area in search of "The Devourer." The bad news,is that towns are being destroyed, individuals and groups oftravelers have been slaughtered without reason or disappeared.Rumor has it that three squads of Coalition troops (one a GlitterBoy team of five members) have disappeared and are presumeddead. This destruction fits the premonitions of the psychic andsure sounds like it is the work of the Devourer. The good newsis that the heroes are obviously on the right track. Any psychicsensitive in the party will sense this is the work of the Devourer.

Alternately, our adventurers may find themselves in this partof the country on just about any kind of business. They may getdrawn into this drama whether they had intended to or not. Thestory they have just heard and others like it, may entice themto get involved to stop the murder of thousands. Paladin-typecharacters are likely to have been so moved, that they will feelcompelled to take action. Meanwhile, the group may run intoother refugees, victims and recent scenes of destruction (not tomention the Mechanoids or a Mechanoid bot). Such an encountermay be the final incentive to get them involved.

Another possibility is that they are hired guns. Many of thecommunities along the Eastern seaboard are hiring mercenariesto fight the invading monsters, to defend them against brigandsand grave robbers who wait at the town's borders like vultures.

Regardless of their motives, the group can easily find theburnt and crushed remains or Greenview, the farmer's village,and other villages that have been destroyed by the Mechanoids.

Clues:1. Examining the scenes of destruction will confirm that energy

weapons and robots are responsible.2. Evidence shows the assailants possess particle beam, plasma

and laser weapons.3. Characters with an expertise in tracking can surmise that

the attackers travel in small numbers, typically eight to twelve,not counting possible airborne enemies. This also indicates thatthey must be quite powerful for so few to kill so many anddestroy so completely.

4. Tracks also show that there are at least three different typesof robot or cyborg attackers used in these assaults.

Possible Subplots (use one, use several, or none at all). Alsonote that these story elements can be included in any of theadventures in this book:

1. The local populace of nearby towns and villages are becom-ing increasingly frightened that they will be destroyed next.Some of the larger and/or more prosperous communities arehiring mercenaries to guard houses, businesses and entire towns.They are also hiring meres to deliver goods, escort caravans,guard individuals, and scout the wilderness to warn them ofapproaching danger. This can lead to all kinds of problems andadventure. Some of these meres are no better than the monsters

they fight and many are criminals and con-artists out for them-selves . See the adventure Liberty and the outline of The Map.

2. Our heroes find a 4000 foot wide swath of forest that hasbeen decimated by a terrible battle. Trees that have not beenblasted into toothpicks are burnt and toppled. Among the debrisare the remains four of the five missing Glitter Boys. The powerarmors have been shredded or blasted into piles of junk — thereis nothing to salvage. It is obvious that one of the GBs had itspilot's compartment pried open and the pilot removed. The dis-membered and rotting remains of the pilot are scattered not farfrom his armor. The other three were mercifully killed by thesame high energy weapons that destroyed their power armor.The only remains of the enemy are metal fragments. It wouldseem that the enemy removes or atomizes its fallen soldiers.

Just as our heroes finish surveying this grisly battlefield, twoSAMAS's burst forth from the treetops and circle overhead.Two UAR-1, enforcer robots also push through the trees, accom-panied by at least six foot soldiers (GM's can alter the make-upand number of troops as is necessary to give the player charactersa good battle). The CS soldiers are horrified by what they seeand decide that the characters standing amidst the carnage areeither responsible for their comrades' deaths (examining thescene would show that this battle happened weeks ago) or thatthe characters are carrion that scavenge the remains of the deadfor their own profit. Either way, they are not happy and willexhibit intolerance, anger, and cruelty. Whether this turns intoa battle to the death or harassment is up to the Game Master.

3. The smoldering ruins of a merchant caravan, convoy ofvehicles or tiny village. This battle was very recent — takingplace no more than 1D4 hours ago. The search for survivors isthe next logical step. This is a good opportunity for Game Mastersto introduce new NPCs, provide clues and direction, and to addmore evidence to the insanity and cruelty of the Mechanoids/De-vouring Swarm.

It is likely that a robot reconnaissance team, made up of aweevil and two skimmers, is still in the area, only a few miles/kmaway. This can lead to a brief encounter. If the player charactersdestroy the weevil within four melee rounds and dispatch all thebots, they will have their first glimpse of the enemy. If the battletakes longer or the weevil or one of the skimmers escapes, aMechanoid seek and decimate squad will arrive within the hourto destroy these humanoids. This will be a protracted battle tothe death! If the group has moved on before the squad arrives,the hunter-killers will try to track them down. GM's, have themstrike at a dramatic moment!

4. Billows of smoke fills the skies up ahead. The sounds ofenergy weapons and explosions can be heard for miles. Climbingup a tree, flying above the tree line or standing on a hilltopshows a fairly large town under siege, 1D6 miles away! Thosewho can fly can be there in a minute and may takeoff immediatelytoward town. Before all the player characters can take action,one notices movement among the trees or underbrush. Surveyingthe battle from a safe distance is a four-legged, robot — aMechanoid Brain!

The brain is so engrossed with its own thoughts that it willnot notice the characters until they approach within 200 feet (60m) or until it is attacked, whichever comes first. It will try toflee toward town, using its weapon systems and psionic powersto defend itself. Two nearby skimmers will join this skirmish

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within 1D4 melee rounds. The other Mechanoids are too busywith their dirty work in town to notice any trouble miles away.

If the player characters didn't do any significant damage (likekill or capture the brain), the other Mechanoids will ignore thefact that they exist. If they destroy or hurt the brain or join thebattle to defend the town and escape, the Mechanoids are likelyto send a seek and destroy party after the group. If the charactersmake a stand in town, the Mechanoids will fight until two-thirdsof their forces have been destroyed, then, if the Mechanoids arelosing the battle, the remaining third will retreat. They will beconsumed by revenge and will strike again!

A typical assault force on the town can be any of their standardsquadrons or a mixture of the GM's own design. Note: Haganmay make an appearance during this kind of situation.

5. It has been quiet for nearly 48 hours. The enemy hasdisappeared without a trace. The peacefulness of the forest isbroken by the boom, boom, boom of mini-missiles! The soundsof combat and the flash of energy weapons flash on a hill areonly a short 4000 feet (1200 m) away.

If the characters go to investigate, they'll see an unusual typeof power armor (Hagan) and two strange robots engagingMechanoids in combat. A type one brute tries to crawl back intothe fray; one of its legs and has been blown off and its flightsystem appears to be damaged as well (only has 84 M.D.C. leftto its main body). Four thinmen are engaged in a counterattack,while two runts (or skimmers, or tunnel crawlers) circle to strikefrom behind!

When the battle is over, Hagan may stay around to chit-chator offer advice. If nothing else, he points to the charred areawhere the brute was standing when he attacked it and says,"Take a good look," and leaves. Standing in that area and lookingaround, the player character(s) will realize that the brute waswatching their camp and probably planning to attack.

6. A shriek shatters the air like an explosion. Running toinvestigate, our heroes see two thinmen menacing a human fam-ily (the setting can be in a village, a town under siege, in theforest, on a farm, or just about any remote place). One thinmanis holding the oldest boy (perhaps 15 years old) up to its grinningface, the boy's younger brother (perhaps ten) is futilely poundingon the bot's leg with a stick (ignored for the moment). The otherthinman towers menacingly over the fallen (dead or unconscious)father and the mother who clutches a baby and a seven year oldgirl.

This alone can make for a good encounter. A spin might beto have a particle beam blast the thinman's arm off at a weakspot. The boy, still clutched in the iron grip of the bot's hand,falls to the ground. The player characters can jump into this atany point and may finish off the Mechanoids' bots by themselves.

The energy blast could be Hagan's (who they see flying offin the distance) or a good guy Mechanoid! An old-style brutelumbers out of the shadows and pounces on the most threateningthinman while blasting the other as he charges. Other good,AbM's may join the battle. A great way to introduce AbM playeror non-player characters (NPCs).

7. Any number of random encounters with Mechanoid squads,bots, and individuals. Use this and other adventures to draw thecharacters from one story-line into another.

The MapA Scenario Outline

The Setting: The eastern forests of Maryland, Pennsylvania,Virginia or neighboring area. Mostly wilderness.

Basic Plot: A group of two-bit bandits are running a cleverscam on adventurers who have come to these parts looking forthe "Devourer." Wily Willie Gladanski, a confidence man ofremarkable talent, claims to know where to find the DevouringSwarm.

According to Wily Willie, there is a place of magic (ley linenexus) where the Devourer has created a dimensional rift. Thisis, supposedly, the rift that the Devourer first arrived throughand from which he continues to bring his demonic troops. Toadd to his credibility, Willie accurately describes the Mechanoidbrute, wasp, runt, and thinman. As the final touch, he pulls outa "keepsake" a close encounter: the grinning jaw of a thinmanand a few other bits and pieces of alien scrap metal.

If questioned, Willie seems to be absolutely sincere and hon-est. His story is consistent and feasible. In fact, parts of whathe says are really true, because he and his friends have seen theMechanoids in action and they do scare him.

If someone should suggest that he could have found the metalscraps, Willie's face turns red and trembles with indignation.Hands waving in outrage, he shouts something like, "Don'tbelieve me, my friend! I don't care what you think! I know whatI saw!! I saw two of my buddies get shot in half by ion cannonsand our truck fried by a plasma blast! I lived through it!! I'mnot asking you for your sympathy or a handout! I just thoughtyou boys were looking for these bastards. I thought, just maybeyou were heroes. My mistake!"

With this he stands up in a huff, ready to storm away, but(conveniently) drops the jaw and other scraps, giving playercharacters a chance to apologize and/or calm him down so hecan tell them more. Otherwise, the delay gives him an opportu-nity to think of other things to say to peak the group's interest.

Willie will let characters ply him with booze, food, and favors(like a room for the night, new clothes, a shave, a couple credits,etc.). He's a heavy drinker and needs a dozen strong drinks toget him feeling even a little bit tipsy. However, after three, hewill pretend to be getting loose lips from the booze. He'll saythings like, "I shouldn't really tell you this but," and "Ssshhh,this is a secret jussh between youze and me, buddiezzz."

One of his favorite routines is telling people that he's reallya prospector and found gold in the valley where the Devourerhas opened the rift. If he could get rid of the damn aliens, hecould be rich ... they could all be rich, "Cuz I'll shhhare thegold witcha all. Oops (giggle). Shhshh! Not so loud. Somebody'sgot to shhtop those shings or weez all dead men. Gold won'tdo me any good when I'm dead." However, Willie will weaveany yarn that he thinks will get the group motivated into going.He'll even describe the location: hills, forest, stream, fallen tree,but it could be anywhere!

Willie, however, won't go with them."I'm ashamed to say it, but I'm not going back. I'm no hero

and I'd only be a hindrance to you if I did go. Which I'm not."

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Again he'll seem sincere and genuinely frightened; no characterof a good alignment will force another to do otherwise. He will,however, draw them a detailed map.

The cost of the map? Nothing! "I trust you. I can see in youreyes that you are generous and trustworthy people. Just stopthese creatures, for all our sakes." He will seem impressed byany claims that the group can close the rift and kill the monsters.He will do his utmost in flattery and sweet talk to encourage them.

Willie even promises to wait for them at this location (town,wilderness camp, etc.) until they get back. He will also offer towatch over any possessions they might want to leave in hissafe-keeping, but he is careful not to push this offer for fear ofmaking them suspicious.

Willie and the BanditsWillie and his real "buddies" are a bunch of crooks. The map

does lead through Mechanoid occupied territory and our heroesshould see the occasional Mechanoid or bot, and might evenhave a fight along the way, but this is not the way toA.R.C.H.I.E. Three's underground hide-out or any dimensionalrift. It is the way to a bandit's ambush.

Wily Willie is part of a gang who lures would-be heroes,adventurers and travelers into a trap. Note: The "con" in luringunsuspecting travelers to the ambush location is a promise thatthe map shows a way of safe passage — avoiding any Mechanoidor bandit conflicts.

These bandits are not diabolically evil, just unscrupulous thugsout to rob from the rich and give to themselves. They aren't sogreedy as to take all of the characters' possessions, just universalcredit cards, gold, silver, gems, jewelry, booze, new weapons,a vehicle or two and other valuables that are easy to transportand sell. They've learned that a warrior and his favorite weaponare not easily parted, so they don't usually push the subject andlet them keep such weapons and armor. They even try not tohurt anybody too seriously. But don't be fooled! Although thesethugs are not the worst criminals on the planet, they are selfishscoundrels who steal and put innocent people in jeopardy. Fur-thermore, if pushed to the wall, they will kill or do whatever ittakes to survive or escape.

If the group cooperates with the brigands, the ordeal is overin minutes, without any bloodshed. Resistance will cause a fight.The bandits are good fighters and especially dangerous if angeredor cornered. They are likely to accept a character or group'ssurrender at any point, but battle will cause the thieves to bemean and pushy. They will also take more booty to compensatefor their trouble. Few will fight to the death and they will fleeinto the woods if they have bitten off more than they can chew.

There are 17 hoodlums, mostly third to sixth level headhun-ters, wilderness scouts, city rats and vagabonds. The averagealignment is anarchist, with a few fellows of miscreant andaberrant alignment. Weapons and equipment are mostly commonNorthern Gun and stolen CS items. Most of these brigands aregood natured, cheerful, swashbuckling types. All are loyal totheir leader and his second-in-command.

Tree ShadowThe leader is a ninth level, wild psi-stalker of anarchist align-

ment, called Tree Shadow. He wears light, M.D. body armor.

His weapons include a bow and arrow with a variety of ar-rowheads (high-tech and conventional), an NG-Super laser pis-tol, a Splugorthian forearm plasma blaster (5D6 M.D., 2000ft/610 m range, with 16 shots left in it) and a Splugorthian StaffofEylorl

Tree Shadow's claim to fame is that he has slain a SplugorthSlaver and that he stalks the stalkers, meaning he fights SplugorthSlavers and minions. This has made him a hero and legend tothe region. He and his bandits are loved by many of the localinhabitants who they have rescued from captivity and persecutionby the Splugorth, CS soldiers and rival bandits. It is also impor-tant to note that Tree Shadow and his bandits do not molest orsteal from the local villagers, farmers or huntsmen. They limittheLr attacks to notorious local scoundrels, other bandits, travelersand invaders from other parts of the country, including theMechanoids. Tree Shadow loathes the Minions of Splugorth andenjoys fighting and stealing from them above all others. Thereason for this animosity remains a mystery.

Statistical Data of NoteAlignment: AnarchistAttributes: I.Q. 15, M.A. 14, M.E. 22, P.S. 18, P.P. 21, P.E.21, P.B. 10, Spd. 27. S.D.C.: 69, hit points: 59, P.P.E.: 6.Combat: Martial Arts, with five attacks per melee.Bonuses: +5 to strike, +6 parry and dodge, +3 on S.D.C.

damage, + 3 to pull punch, +3 to roll with impact, criticalstrike on a natural roll of 18-20, paired weapons, jump kickand leap kick (critical strikes), and entangle. + 6 to save vsmagic, +3 to save vs poison, +4 save vs psionic attack,+ 5 save vs mind control, and +6 save vs horror factor.

Psionics: 112 I.S.P. and has all the usual psi-stalker powersplus telepathy, empathy, object read, sense evil, see the invis-ible, and mind block.

Skills of Note: Tracking 75%, prowl 75%, wilderness survival90%, land navigation 73%, identify plants & fruits 70%, boatbuilding 70%, holistic medicine 60%, basic math, horseman-ship 72%, detect ambush 75%, escape artist 70%, climbing85/75%, W.P. archery and targeting, W.P. blunt, W.P. knife,W.P. energy pistol and rifle. A ninth level psi-stalker.

Cintabar the Line WalkerThe next most dangerous member of the gang is Cintabar,

a 5th level ley line walker of aberrant alignment. He is a humanwith mahogany colored skin and dark brown eyes. He carrieshimself with an air of power and the utmost confidence. Cintabaris cool and confident under fire and an excellent tactician. Heis also resourceful and cunning, relying on clever lies and intimi-dation techniques to bluff or undermine the confidence of hisopponents. All of this has earned him the respect of the otherbandits and the position of second-in-command. The wizard andTree Shadow are good friends and each would sacrifice his lifeto save the other!

A combat note: Both Cintabar and the psi-stalker try to winfights without firing a shot, employing intimidation and weightof numbers. Cintabar's approach is usually brazen arrogance,tinged with sarcastic wit.

For example: When they ambush a group of travelers, therewill be at least eight to ten assailants visible to some degree.Typically, Cintabar will slowly and boldly step forward andpoint out, "There are 20 (he exaggerates their true numbers)

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very mean, very desperate, and, I might add, trigger happy,bandits out there. Oh, I know what you're thinking. You onlysee ten or twelve men and you wonder whether or not therereally are twenty. You may wonder whether there are any borgs,bots or dragons among us. Come now, do you really think we'dbe so brazen if we didn't have such resources? Do you reallywant to find out? Do you want to risk your lives over a fewworldly possessions? No, I think not. Now," he says with asmile, "gives us what we want and you may leave without ascratch. A very good proposition in these oh so dangerous times."

With this, the line walker will usually perform some feat ofmagic that will add to the intimidation level and make themwonder about the things he has suggested. Note: Tree Shadow'sapproach is usually more menacing and threatening.

Six out of ten victims will hand over their valuables withouta fight. Two out often will attempt a brief skirmish and surrender.Only one in ten will fight to the death.

Cintabar, Tree Shadow, Willie and the others may also offergenuine advice and warnings about "real dangers" that may awaittravelers in the wilderness, and give accurate directions to thosewho are lost. Remember, they are friendly, cheerful rogues whohave a strange code of ethics and morality. They aren't exactlyRobin Hood and his Merry Men, but they are close to it.

Statistical Data of NoteAlignment: AberrantAttributes: I.Q. 17, M.A. 15, M.E. 19, P.S. 14, P.P. 18, P.E.14, P.B. 13, Spd. 14. S.D.C.: 20, hit points: 35, P.P.E.: 120.Combat: Basic hand to hand, with three attacks per melee.Bonuses: + 3 to strike, + 4 parry and dodge, + 2 to pull punch,

and +2 to roll with impact. + 1 to save vs magic, +2 savevs psionic attack, and +4 save vs horror factor.

Magic: 120 P.P.E.; spells of note include all level one spells,befuddle, chameleon, concealment, detect concealment, mys-tic alarms, armor of Ithan, paralysis: lesser, carpet of adhe-sion, fool's gold, magic net, repel animals, escape, energydisruption, and call lightning.

Skills of Note: All of the usual ley line walker abilities andO.C.C. skills, as well as astronomy 58%, anthropology 53%,literacy in American 58%, prowl 50%, land navigation 61%,W.P. blunt, W.P. knife, and W.P. energy pistol. Fifth levelline walker.

Items of Note: Splugorth jolt gun.

Wily Willie GladanskiWhat else is there to say about Wily Willie? He's a 6th level

rogue scholar turned criminal. He has moved out to the countrybecause he is wanted by the Coalition States of Chi-Town andFree Quebec. His criminal record includes fraud, forgery, falsify-ing documents, computer hacking, theft, smuggling, extortion,gambling, and assault with a deadly weapon (shooting at CStroops to make a getaway), along with numerous petty crimesand charges of social subversion.

He enjoys his life in the country and finds it to be interesting,challenging and easy to perpetuate. He likes the idea of beinga local hero at some villages and takes advantage of it by gettinggirls, favors,free food and free booze. When not involved withgang activities Willie can be found cheating at cards, pullinglittle scams (like selling fake artifacts or fake CS identity cards),dancing, drinking, socializing (usually with the ladies) or justrelaxing.

Statistical Data of NoteAlignment: AnarchistAttributes: I.Q. 15, M.A. 23, M.E. 17, P.S. 15, P.P. 17, P.E.13, P.B. 19, Spd. 14. S.D.C.: 32, hit points: 43, P.P.E.: 8.Combat: Basic hand to hand, with three attacks per melee.

Bonuses: + 2 to strike, + 3 parry and dodge, + 2 to pull punch,+ 2 to roll with impact, critical strike on a natural 19 or 20and + 1 save vs psionic attack. Willie has a 75% chance ofevoking a feeling of trust or intimidation and 45% to charmand impress.

Skills of Note: All of the usual O.C.C. scholar skills, pluscomputer operation 85%, computer programming 75%, com-puter hacking 40%, basic electronics 60%, radio: basic 75%,surveillance systems 60%, cryptography 55%, photography80%, forgery 45%, escape artist 55%, palming 45%, pickpockets 50%, streetwise 40%, lore: demons & monsters 75%,anthropology 55%, literacy in American 98%, literacy inTechno-speak and Spanish 75%, W.P. knife, W.P. energypistol and rifle. A sixth level rogue scholar, con-man and thief.

Adventure IdeasAdventure ideas, encounters and possible subplots (use one

or all):

1. Of course, there is the setup already established with themap and robbery. Once the bandits are introduced, there are lotsof different things that can happen. The group may run into thebandits repeatedly and be robbed again and again (always adifferent scam that sets them up and/or a new place of ambush).The bandits will have more fun with each subsequent robbery.

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In each a case, they will tease and poke fun at the player charac-ters without mercy.

2. Remember, many of the surrounding villages think of theShadow Tree gang as heroes and protectors. To complicate mat-ters, GM's should have fun with player characters by havinggood folk praise and defend the bandits. "Oh, no! That couldn'thave been Shadow Tree and his men! They saved this town from... (fill in the blank) ... and rescued little Ricky and ...". Theydo as much good as they do mischief.

3. These bandits hate the Splugorth and their minions, theMechanoids, and the Coalition. Consequently, they will heroi-cally try to help any intelligent creature(s) under attack or en-slaved by them. Thus, the player characters may suddenly findthemselves with bandits fighting at their side. This can be playedwith great humorous effect if the player group has already beenvictimized by these bandits. Or if after these bandits help them,they rob them (the theft will be comparatively petty, since thesepeople are the enemy of their enemies). Likewise, these goodnatured crooks will help people down on their luck and willrespect heroes who are trying to help the villagers in the area.

Depending on the nature of the encounters, the player groupand these bandits might become friendly rivals or even allies.This can lead to an exchange of information, supplies, medicalaid, and even assistance in combat.

4. If the player characters keep having good or mostly goodexperiences with these guys, they may get to like them and findthemselves helping the bandits fight CS troops or other enemies,escape from jail, elude the authorities, speak on their behalf, etc.

Evil AmongHumansA Scenario OutlineBasic Plot: Four humans who hate D-Bees have decided to stopthe coming of the Devourer by wantonly slaying any D-Beesthey encounter. These men are murderous bigots who enjoykilling. They are using the paranoia of the time as an excuse togo on a killing spree.Setting: The wilderness anywhere.

The SituationOur heroes happen to walk in on these villains as they are

about to have some murderous fun with a D-Bee woman. Thedead bodies of three D-Bees lay in a pile under a tree like cordsof wood. A fourth is strapped to the trunk of a tree and has beentortured into unconsciousness. A D-Bee woman is on her knees,pleading for mercy, but it is obvious that her pleas fall on deafears.

The leader stands sneering in front of her, brandishing a knife.He says to one of his companions, "Ya know Waldron, I don'tthink these D-Bees know shit. Hell, I guess they really werejust travelin' to that flea-bitten town in the gully." His grinwidens as he addresses his captive, "The trouble is, sweetheart,we can't let you go an' tell anybody what we done here. Theymight not understand an' try to hurt us, so I guess yer just a

casualty of war." With those words, he waves and two of thehumans pull her up and pin her against a tree.

Unless the player characters act quickly he will begin to tortureher.

The appearance of any character will get energy weaponspointed at them and a warning to, "Mind yerself, man! Thisain't none of your business! Now git!! Git out or git turned intodead meat!"

These men are diabolic evil, completely without honor anddangerous in the extreme. They know what they are doing iswrong and are afraid of repercussions, so they will not takechances. Any sudden movement or act of hostility will start afire fight. They will fight as long as they think they can win,otherwise they will try to slip into the woods and escape.

The sleaze-ball with the knife will immediately use the D-Beewoman as a shield and a bargaining chip, threatening her life ifthe group of heroes doesn't back off. If these murderers getaway with their hostage, she's as good as dead. However, ifgiven the opportunity, she will pull away and dive for cover.

If they leave her behind, and escape, the four will molestmore innocent people. Furthermore, if they should run into theheroes again, they will try to cause trouble or attack the "D-Beelovin' bleeding hearts."

Non-Player CharactersThe Four Men

All four of the men are human, mountain men/trappers andhuman supremacists. They are all diabolic evil, fifth level wil-derness scouts, in their early twenties. They are dressed in com-mon M.D.C. armor and use common Northern Gun energyweapons. Attributes are mostly average with above average num-bers in P.S., P.P. and P.E. (no lower than 19 for each). Nonehave any special abilities other than their knowledge of the forest.

The D-Bee WomanThe woman is a psychic healer. She will be grateful to be

rescued and will use her powers to heal anybody who is injured,starting with the most seriously hurt. Her next concern is theman tied to the tree who is still alive, though just barely.

After things have settled down, she will ask the player charac-ters if they would escort her and the injured male D-Bee to hervillage. Unfortunately, neither she or her fellow tribesman haveanything of value to pay them, other than food and a place tosleep. She is not pushy or whiny. If the answer is no, she willnot press it. However, if the group agrees, they will be in fora few surprises. Note: Characters of a good alignment are notlikely to let a woman and her injured companion make thisdangerous trip alone.

The entire trip should not take more than a day or two. Whetherthey run into trouble with Mechanoids, Minions of Splugorth orbandits is left entirely to the Game Master. Personally, I wouldhave at least a minor skirmish with the aliens.

When they arrive at the tiny village, the characters discoverthat the lady is Mea-la, the tribe's shaman and healer. She offersthem food and lodging for the night. Whether they accept theoffer or not, Mea-la will also give them information before theyleave. She knows where the Mechanoids are most active and

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has had a "vision" of where they came from (she can place thegroup within a hundred miles/ 160kmofA.R.C.H.I.E.'s base).

The tribe will gladly offer the characters food, water and otherbasics for their journey. The shaman will preform any healingsand blessings that are requested. If the group has been especiallyheroic and generous she will give her two favorite people anamulet to protect them against the supernatural (+ 2 to save vshorror factor) and her very favorite will also receive a potion ofhealing (instantly restores 3D6 hit points or S.D.C.).Subplot: These D-Bees are travelers from England and can bereintroduced as friendly NPC's in that setting. The injured maleis her brother and he too has psionic powers. Both will be gladto see their rescuers.Statistical Data of Note about Mea-laAlignment: ScrupulousExperience: Seventh level Healer/Shaman & Wilderness Scout.Attributes: I.Q. 14, M.A. 15, M.E. 20, P.S. 17, P.P. 14, P.E.20, P.B. 19, Spd. 17. S.D.C.: 30, hit points: 42, P.P.E.: 60.Combat: Basic hand to hand with three physical or psionic

attacks per melee round.Bonuses: +2 to strike, +3 parry and dodge, +2 on S.D.C.

damage, + 2 to pull punch, + 2 to roll with impact, + 3 tosave vs magic, +3 to save vs poison, +5 save vs psionicattack, and + 5 to save vs horror factor (includes the bonusesfrom an amulet).

Psionics: Master psionic, 62 I.S.P. Powers include bio-regener-ation, deaden pain, healing touch, psychic diagnosis, psychicpurification, psychic surgery, resist fatigue and mind block.

Skills of Note: All O.C.C. skills common to wilderness scouts,plus speaks American, Euro, Faerie, and Gobblely at 98%(illiterate), prowl 65%, basic math 80%, swim 75%, climbing85/75%, running, W.P. archery and targeting, W.P. blunt,and W.P. knife.

Weapons of Note: Wood staff, wood knife, and long bow andarrows.

Body Armor: Wood and bark (magic) 50 M.D.C.

LibertyA Scenario Outline

Basic Plot: The people of Liberty had a town meeting anddecided they should hire a group of super-powered heroes tohelp protect their town. They hired a group of mercenaries knownas the Bad Cats. Unfortunately, these heroes have turned outto be the foulest of villains.

The Bad Cats are mean bullies who are terrorizing the town-speople. The old sheriff and four of his best deputies were killedin a gunfight by them. Later that evening, the sheriff's homewas burnt to the ground and his wife was abused. The next day,the gang announced that their leader was to be the new sheriffand his men the new deputies. They also held a mock electionin which one of their members became the new mayor.

He serves as a stupidpuppet to the gang's leader. Those who have challenged their

authority or protested too loudly have been run out of town,beaten or killed. It seems the Bad Cats like the town of Libertyand have decided to make it their own.

The ex-mayor and a handful of citizens discreetly approachany visiting adventurers who seem to be predominately goodguys and beg them to help liberate Liberty! They can offer energyclips, the recharging of energy clips, basic supplies, fuel, repairsto armor and vehicles, and the services of a healer. They canalso provide reliable information about each member of the BadCats, including where they live, their powers and their habits.

Liberty is not an extremely wealthy town and the Bad Catshave caused a great amount of costly damage. Still, as a reward,the town can pay each hero 50,000 credits, give them free roomand board for up to six months, and the previously listed services.

The Setting: The town of Liberty is a growing community ofabout 6500 farmers, fishermen, loggers, carpenters, craftsmen,laborers, merchants, and families. The general tech-level is low,but there is some mixture of high technology and equipment.While there are many people who ride horses and live in simple,wood frame houses, half the town has modern amenities suchas electricity, running water, sewers and hover vehicles. Basicenergy weapons, body armor, modem tools, toys and appliancesare also available.

In fact, there are two mechanics garages, the new motel, adozen boarding houses, and the "Electronic Wizard Mega-Store"(it covers a city block and is two stories tall). This has madethe town of Liberty a haven for trappers, adventurers, travelingmerchants and travelers of all kinds, as well as a place whereneighboring communities from hundreds of miles around cancome and trade, sell and purchase goods and services. Even CSsoldiers occasionally stop by for a little rest and relaxation.Subplots (use one, use several, or none at all):

1. The leader of the Bad Cats gang is smart and has his menkeep an eye on known troublemakers. This includes the ex-mayor, the three remaining ex-deputies, and "goodie-two-shoes." This means he or his spies may notice our heroes beingapproached by known dissidents. This will inevitably lead to alittle talk.

The sheriff and some of his best men will buy the group (orkey members) a drink or meal, but this is definitely not a gestureof friendship. He will make it painfully clear, with veiled threatsand innuendo, that they are on to them and that the group shouldkeep their noses out of domestic squabbles. It may also besuggested that they move on very soon, like tomorrow. Anotherthreat may be that so and so (one of the more dangerous deputies)doesn't like some person(s) or race in the group and they betterbe careful. Afterwards, our heroes will notice that one of thedeputies is always nearby, watching them.

2. If the player group decides to help the town's people, theywill have to be careful. Not everybody in town is against theBad Cat gang, so the wrong word to the wrong person mightcause the gang to take action first. Trumped up charges or in-stigating a fight could put one or more of the characters in jailor cause them to be beaten up or killed by the deputies. Thesheriff might show compassion and suggest that the group leavetown right that very minute to avoid further trouble. If theyagree, their friend(s) will be released from jail and sent off withthem. However, any confiscated weapons, armor or possessionsare likely to remain in the sheriff's custody as payment for the

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trouble they have caused. He may even charge them fines toline his pockets.

A combat note: The Bad Cat gang is experienced and clever.If they know trouble is brewing, they will try to stop it beforeit gets out of hand. Likewise, they will try to divide the enemyand attack individuals or smaller groups, rather than wait for amass attack. The Bad Cat leader/sheriff is always accompaniedby two of his men and most of the gang members travel in pairsor small groups of three to six.

3. The player characters decide that the town's trouble is noneof their business and plan to move on. Unfortunately, some ofthe sheriffs men believe otherwise and decide to eliminate themor cause trouble before they leave. This turns into a battle orthe kind of trouble described in number two.

4. If the Bad Cat gang is run out of town, the survivingmembers may seek revenge against the group and/or the town.If against the town, they may vandalize crops and property,and/or try to take over again when the player characters haveleft. If against the player characters, they may try to assassinatethem one at a time, work with another enemy and/or become areoccurring nemeses.

5. To make matters worse, the Bad Cats have worked for theCoalition as mercenaries and are friends with several of the worstsquads and commanders. The gang has paid the CS to not inter-fere. This means: One, if any citizen contacts the CS for help,the message is intercepted and the citizen responsible is madeknown to the Bad Cats and punished. Furthermore, the mostornery and villainous Coalition soldiers are starting to come toLiberty to enjoy the recreation and benefits the town has to offer.These ruffians will cause more trouble, damage and misery tothe inhabitants and support the Bad Cats' reign of terror.

6. If the premise in number five is used, it's likely that ourheroes will encounter a squad of CS soldiers who are friends ofthe Bad Cats and who will join the gang to crush them or seekrevenge if the gang is destroyed (they may even have one ortwo surviving gang members working for them as wildernessscouts). Furthermore, the bad CS soldiers will continue to cometo the town looking for mischief, at least for a while. Our heroesmay find themselves confronting CS troops for the next severalweeks, until word spreads that the town has been cleaned up.

Whether these confrontations are deadly battle, ambushes ormore subtle means of trouble, is up to the GM. If the playergroup is too tough, the soldiers are likely to back down withoutfurther repercussions, but there will certainly be some tensemoments as the two groups face off, considering whether theyshould fight or not.

7. Red the burster, secretly approaches the group with hisown agenda. He assures them that if they can kill Sheriff Quentin

and his second-in-command, Sweet Sue, he can take over thegang, calm everybody down, and prevent any acts of retribution.He swears that they will leave within 48 hours as quietly andpeacefully as field mice never to return. To prove his sincerity,he may give the group some useful, but relatively unimportantinformation and he will openly defy Sheriff Quentin.

Deciding to work with Red is not an entirely bad idea. Reddoes have some influence over the gang, but there will be trouble.Some of the key gang members, like M'ltin and Fast Hands,won't follow Red and will seek to avenge the deaths or incarc-eration of their leaders. Many of the lesser gang members willfollow their lead. Furthermore, Red will loot as much as he canbefore he leaves town.

8. The Mechanoids never do trouble this town.

The Bad Cat GangQuentin Laroquette — Headhunter/CyborgLeader of the Bad Cats & SheriffAlignment: MiscreantHit Points: 67, S.D.C.: 40, M.D.C.: Bionics & Body ArmorWeight: 288 Ibs, Height: 6 ft, 6 inches, Age: 27, Species:HumanP.P.E.: 9, I.S.P.: None.Attributes: I.Q.: 15, M.A.: 20, M.E.: 18, P.S.: 24 (bionicarms), P.P.: 20 (bionic), P.E.: 14, P.B.: 10, Spd: 17Note: Quentin, like most headhunters, has submitted to partial

bionic reconstruction, as well as numerous implants.Disposition: Quentin can be disarmingly friendly, cheerful, and

charismatic, but he is really very selfish, greedy, brutal andmerciless. He'll say or do anything to get what he wantswithout regard for anybody. He is a cold-blooded killer with-out remorse. His ends always justifies his actions. He tendsto talk in a slow, deep, ominous tone.

Experience Level: 10th level headhunterMagic and Psionic Powers: None.Combat Skills: Hand to Hand: BasicAttacks Per Melee: Five (5). Critical strike on a natural roll of

18, 19 or 20, kick attack (1D6 S.D.C.), paired weapons, andJudo flip (1D6 S.D.C.).

Bonuses: +2 on initiative, +5 to strike, +6 to parry and dodge,+ 15 S.D.C. damage, +2 roll with punch or impact, and+ 2 to pull punch. 60% likelihood of instilling trust or intimi-dation (M.A.).

Bionics & Cybernetics:

The ArmsWrist needle and drug dispenser in the right arm. Holds four

doses each of: 1) antibiotics, 2) tranquilizer/sleep drugs 3) truthserum, 4) paralysis drugs, 5) poison (6D6 S.D.C./H.P. damage).A computer & calculator, and sensor hand is also built into theright arm.

The left arm and hand are bionic, with a laser finger blaster(1D4 M.D.), energy-clip hand port, concealed arm laser rod(1D6 M.D., 880 ft/224 range) and shooting knuckle spikes thatfires four silver spikes (can fire one at a time or simultaneously;range 100 ft/30.5 m). Each arm has an M.D.C. of 25 and thehands 5.

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Head FeaturesAll throat features including bionic lungs, loudspeaker, univer-

sal headjack, speech/language translator, molecular analyzer,modulating voice synthesizer (see Rifts, page 242), amplifiedhearing, sound filtration system, clock calendar and radiationdetector. The left eye is a multi-optic eye (see Rifts, page 231).The right eye is normal.Weapons of Note: Vibro-knife and matching vibro-saber, a pair

of wooden throwing knives (1D6 S.D.C. damage), C-27heavy plasma cannon (6D6 M.D.), JA-9 variable laser rifle,and six high explosive (3D6 M.D.) and four plasma (5D6M.D.) grenades.

Body Armor: The gladiator armor; 70 M.D.C.Skills of Note (includes I.Q. bonus): All headhunter O.C.C.

skills (most are around 90 to 98%), streetwise 60%, languages:American and Spanish 98%, plus the bionic speech translator(all nine major languages at 98% but drops to 78% when 3or more people are speaking), pilot automobile 98%, hover-craft 98%, demolitions 95%, demolitions disposal 95%, box-ing, W.P. knife, W.P. sword, W.P. energy pistol, rifle andenergy: heavy.

Money: Quentin has 100,000 credits worth of pre-rifts artifacts,520,000 in universal credits (half of which have been takenfrom Liberty), and 230,000 credits worth of jewelry and pre-cious metals.

Sweet SueA Mind Melter & Quentin's Girl

Sweet Sue ain't so sweet. She's a cold, calculating thief andmurderer. She is the second-in-command of the Bad Cats andwill seek retribution if her lover is killed or injured.Statistical Data of NoteAlignment: DiabolicExperience: Fourth level Mind Mage.Attributes: I.Q. 14, M.A. 14, M.E. 22, P.S. 18, P.P. 18, P.E.17, P.B. 19, Spd. 19. S.D.C.: 30, hit points: 38, P.P.E.: 4.Combat: Basic hand to hand with three physical or psionic

attacks per melee round.Bonuses: +3 to strike, +4 parry and dodge, +3 on S.D.C.

damage, +2 to pull punch, +2 to roll with impact, + 1 tosave vs magic, + 1 to save vs poison, and +4 save vs psionicattack.

Psionics: 162 I.S.P. Powers include alter aura, see aura, sixthsense, mind block, telepathy, empathy, object read, senseevil, nightvision, see the invisible, impervious to fire, imper-vious to cold, impervious to poison, resist fatigue, bio-regen-erate, induce sleep, electrokinesis, hydrokinesis, pyrokinesis,group mind block, and mental bolt.

Skills of Note: Speaks American, Euro and Gobblely at 90%(illiterate), pilot jet pack 59%, pilot hovercraft 70%, prowl40%, streetwise 32%, pick pockets 40%, pick locks 45%,land navigation 58%, basic math 70%, swim 65%, climbing65/55%, body building, running, W.P. archery and targeting,W.P. blunt, and W.P. energy rifle.

Weapons of Note: Wilk's 320 laser pistol and 447 laser rifle,NG-P7 particle beam rifle, neuro-mace, and two survivalknives.

Body Armor: Crusader; 55 M.D.C.

RedThe Burster

This fellow is a handsome human with smoldering grey eyesand flaming red hair. He's know only as "Red." He is a cockylady's man, cardsharp and swindler. He sees himself as a greatleader and secretly dreams about getting rid of Quentin andSweet Sue and taking over the gang. In his arrogance, he willoften go off on his own and/or defy orders. Quentin tolerateshim because he is an excellent fighter of considerable skill andpower. Red can be found in the company of ladies, in a gamblinghouse or in a bar just about any time of the day or night. Tosave time, he often gambles and drinks while surrounded byadoring women regardless of the time.

Statistical Data of NoteAlignment: AnarchistExperience: Sixth level Burster.Attributes: I.Q. 13, M.A. 11, M.E. 18, P.S. 20, P.P. 19, P.E.14, P.B. 17, Spd. 12. S.D.C.: 30, hit points: 38, P.P.E.: 7.Combat: Basic hand to hand with three physical or psionic

attacks per melee round.Bonuses: +2 to strike, +2 parry and dodge, +3 on S.D.C.

damage, +2 to pull punch, +2 to roll with impact, criticalstrike on a natural roll of 19 or 20, and +2 save vs psionicattack.

Psionics: 148 I.S.P. All powers common to the burster R.C.C.(see Rifts, page 102 & 103), plus mind block, levitation, andresist thirst. Duration and range increase by 50% when neara ley line. Duration, range and damage are doubled at a nexus.

Skills of Note: Speaks American and Gobblely at 90% (illiter-ate), pilot jet pack 72%, pilot hovercraft 80%, streetwise50%, pick pockets 60%, basic math 80%, swim 85%, climb-ing 65/55%, body building, general athletics, W.P. blunt,W.P. energy pistol and W.P. energy rifle.

Weapons of Note: NG-E4 plasma ejector (rifle), ion blaster,four plasma grenades (5D6 M.D.), six flares, a knife and aWilk's laser scalpel.

Body Armor: Bushman; 70 M.D.C.

Fast HandsA Psychotic Crazy

The most volatile member of the gang is a crazy named FastHands. He is constantly looking for trouble, causing brawls,gunfights and confrontations of any kinds. He is quick to acceptany challenge of physical combat or feats of skill. Fast Handshates Red and will not obey him if Quentin or Sue are killed.

Statistical Data of NoteAlignment: MiscreantExperience: 5th level crazy

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Attributes: I.Q. 9, M.A. 8, M.E. 11, P.S. 25, P.P. 27, P.E.19, P.B. 19, Spd. 28. S.D.C.: 196, hit points: 66, P.P.E.: 24.Combat: Assassin hand to hand, with five attacks per melee.Bonuses: +2 on initiative, +8 to strike, +8 parry and dodge,

+ 3 to pull punch, +7 to roll with impact, +14 S.D.C.damage, +2 save vs psionic attack, +6 to save vs mindcontrol, +6 to save vs horror factor, +2 to save vs magic,and +8 to save vs poison and gases.

Special Powers: Standard Crazy: enhanced healing, bio-regen-eration, leaping, and psionics (42 I.S.P.; summon innerstrength, impervious to fire, and nightvision).

Insanities: Terrified of scientists (phobia), disgusted by anythingsticky (affective disorder), frenzy caused by anger: add onemelee attack, +30 S.D.C., + 1 to strike, parry, and dodge(see Rifts, page 58).

Skills of Note: All of the usual Crazies' O.C.C. skills, plusboxing, intelligence 58%, tracking 55%, sniper, W.P. archeryand targeting, W.P. knife, W.P. automatic pistol, W.P.heavy, W.P. energy pistol and rifle.

Weapons of Note: A pair of vibro-knife, a pair of throwingknives, a wooden throwing knife, sling with 30 explodingpellets (1D4 M.D. each), crossbow with conventional andhigh-tech arrows, NG-Super pistol, C-27 heavy plasma can-non (6D6 M.D.), C-40R SAMAS rail gun (lD4x 10 M.D),and four plasma (5D6 M.D.) grenades.

Body Armor: Modified, heavy Dead Boy armor; 80 M.D.C.

M'ltinThe Mayor of Liberty

Another key member of the gang is a gigantes warrior. M'ltinis a big, dumb lug who is dedicated to Quentin and Sweet Sue.He takes his position as mayor very seriously and gets angrywhen others make fun of him. However, M'ltin has the intelli-gence and emotional maturity of a six year old child and adoresQuentin and Sue as if they were his older, smarter brother andsister. He turns to them for constant advice and whatever theysay goes. If either is hurt, M'ltin will seek revenge. He willfight to the death to protect or avenge them.

Statistical Data of NoteAlignment: AnarchistExperience: 5th level Vagabond warrior.Attributes: I.Q. 6, M.A. 8, M.E. 5, P.S. 26, P.P. 20, P.E.24, P.B. 5, Spd. 22. Note: Supernatural P.S. inflicts mega-dam-age from punches and kicks.Hit Points: A mega-damage giant that has 90 M.D.C., plus

body armor!P.P.E.: 50.Combat: Expert hand to hand, with four attacks per melee.Mega-Damage: A restrained punch is 5D6+15 S.D.C., full

strength punch or kick 3D6 M.D., power punch 6D6 M.D.(counts as two melee attacks).

Bonuses: + 2 on initiative, + 6 to strike, + 8 parry and dodge,+ 2 to pull punch, +3 to roll with impact, +4 to save vshorror factor, +5 to save vs magic or poison.

Powers: 15 feet (4.5 m) tall, turn invisible at will, see theinvisible, breathe M.D. fire (3D6 M.D., 20 ft/6 m range),and has thick, lumpy, M.D.C. skin. Plus 40 foot (12.2 m)nightvision, swim 60%, and supernatural strength and endur-ance.

Insanities: None, just stupid and mean.Skills of Note: Boxing, general athletics, running, climbing

65/55%, cook 55%, sing 55%, radio: basic 65%, W.P. blunt,W.P. knife, W.P. sword, W.P. energy: heavy, and W.P.energy rifle.

Weapons of Note: A giant flaming sword (4D6 M.D.), a pairof silver throwing knives (2D4 S.D.C. damage; giant size),a modified Triax VX-180 Maxi-Rail Gun and ammo drum(1D6X 10 M.D., 6000 ft/1828 ft, 100 bursts), and ten frag-mentation (3D6 M.D.) grenades.

Body Armor: Modified, plate armor; 80 M.D.C.

Other Bad Cat Gang Members22 other HenchmenOne techno-wizard: 6th level, D-Bee, aberrant.Two dog dogs: 3rd level, mutant bloodhounds, diabolic.Two full conversion borgs: 3rd and 4th level, both miscreant.One partial reconstructed borg: 5th level, miscreant.Three juicers: all 3rd level, all diabolic.One chief scout: 7th level, wild psi-stalker, aberrant.Three wilderness scouts: All 5th level, all anarchist.Five headhunters: All 4th level, all miscreant.Armored squad (4): Two NG Samson (3rd level) and two TriaxX-10 Predators (5th level), miscreant alignments.

The FactoryA Scenario Outline

The Basic Plot: Our heroes visit a dying town. The peopleare frightened and unfriendly. Does the group hang around tosee if something is wrong or move on? There's just somethingnot right about this town. Psychics will have premonitions ofdanger and apprehension.

This adventure might be ideal as something to play after theMechanoid menace appears to have been eliminated.

Unknown to the player characters, a couple of brains and/orsix runners, four type one brutes, three type two brutes, fourtunnel crawlers and a dozen of each robot have escaped extermi-nation and have taken over the town. The Mechanoids are usuallyhidden away or working at a bionics factory and a connectinggenetics research facility. The retooling of the factory to buildthinmen and runt robots is nearing completion (they'll start man-ufacturing in 2D4 weeks). The clone factory is years away frombeing able to produce more Mechanoids, but its eventual successis inevitable.The Setting: This adventure can take place anywhere in NorthAmerica, but is likely to be a fairly remote area. Our heroesstumble across a small industrial town that seems to have fallenupon hard times.

A visit to an unfriendly townThis is a town that's on the skids. From its size, it is evident

there was once a population of thousands that has dwindled tono more than five hundred. Buildings and streets are in a stateof disrepair, most are boarded up or falling down. There are

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signs of damage from a recent battle (weeks or months ago),but nobody has made any attempt to effect repairs. This is aghost town in the making, like so many communities and king-doms that are unable to survive the hardships of the world ofRifts.

Characters who have fought the Mechanoids and seen theirdestruction, are likely to see disturbing similarities regarding thekinds of damage and blast groupings seen on many of the battlescarred buildings. If these ruins are explored one of the characterswill uncover the footprints of a brute. Or is he mistaken? TheMechanoids were not known to have traveled this far from theeastern seaboard. Besides, they were all killed. Right?

The village people won't allow the characters to rummage inor around the damaged buildings. Some might argue that goinginto the buildings is hazardous because they could collapse atany moment, but most are belligerent, telling the adventurersto, "Get the hell out of there! You have no business there! Getout!!"

If the characters ignore the complaints and persist in theirinvestigations, a neighbor is likely to appear with an energy rifleto better convey their demand. Equally likely is the local const-able appearing with five or six armed deputies and demand-ing that the characters move on. If this happens, the charactersmay be fined and escorted out of town for trespassing andscavenging on private property.

When asked about the Mechanoids the townsfolk will feignignorance, but they look worried whenever the Mechanoids arementioned. Psychics will sense intense fear, anger and sorrow.They will also sense that the person is lying. A telepathic probemight even reveal thoughts or images of Mechanoids attackingthe town, but the people will deny "such crazy talk!"

There are no public stores, saloons, dance halls, hotels oropen businesses. Nor will private citizens consider trading goodsor putting people up in their homes. All the heroes keep hearingis, "Sorry, can't help you." "Don't know." "Get out of here.We don't want your kind in our town ..." and similar. Nobodywill talk about the town's decline, the recent battle, the weatheror anything else. People turn away, lock doors, give them meanor frightened glances, or just ignore them completely. On theedg of town is the disturbing sight of a graveyard with at leasta thousand recently dug graves.

What to Do?Something is obviously wrong at this town. Evidence indicates

the Mechanoids are somehow involved. Sneaking back to townunder the cover of darkness will allow the adventurers to moveabout freely. All the townsfolk are locked up in their houses.The streets are empty. Only the factory in the center of town islighted and in operation.

Hanging around town at night for more than an hour will leadour heroes to an encounter with a weevil and two skimmers. Atunnel crawler might also be found among the ruins. If nothingelse, the group will have their worst suspicions confirmed.

Battle with the MechanoidsThis is the local Mechanoids' last shot. Everything is riding

on their holding the factory and building a legion of robots,followed by Mechanoid clones. If our heroes have encounteredany Mechanoids or Mechanoid robots, they must make their

move in the next 24 hours. Otherwise, some Mechanoids mightescape. Any character of good alignment will not allow this tohappen. Even evil and selfish characters should realize the gravityof the situation and agree to join the battle. A score of villagerswill also join the battle if they believe the heroes have a chanceof defeating the monsters.

If the Mechanoids realize they have been uncovered, they willdispatch half of the brutes and robots to find and kill the invaders.The rest will remain to protect the factory. All the Mechanoidswill fight to the death — they have nothing to lose. Only arunner or brain, accompanied by 1D6 robots, will try to escapeto build anew. Note: If a Mechanoid escapes, the next adventurecan be tracking it down.

Other Adventure Ideas

1. The Mechanoid God! A village of 1D6 x 100 D-bees haveadopted an evil or anarchist AbM Oracle (an evil Mechanoidbrain and some bots) as their god. Among the Mechanoid'sresources are a dozen or so Mechanoid robots. This god hasprotected them from other Mechanoids and menaces. Is this abenevolent AbM or rogue or a clever ruse? Is the Mechanoid afriend or enemy of humankind? If you try to kill it, how do youavoid hurting these misguided D-Bees who will fight to the deathto protect their god!?

2. The Torturer. A Mechanoid runner, a type two brute anda handful of robots have just finished decimating a tiny village(six houses, three barns and a stable, about 40 people in all).Screams and crying can be heard from the barn. Inside a typetwo brute (with two optional weapon packages) is conductingvivisection and terrible experiments on a male D-bee. Two runtshold the man down. Three thinmen have over a dozen peoplecorralled in a corner.

3. The Secret: An evil Mechanoid brain or runner becomesthe friend and partner of a line walker or shifter to learn the

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The Brute is equipped with two plasma cannons. Both are of adifferent design styling, but effectively the same as the one de-scribed. The unit mounted on the back is an additional sensor.

EWELL JSIEM&IEDA -?2

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secrets of dimensional travel and magic. The Mechanoid pretendsto be a demure, loyal friend and servant. However, it secretlyplans to find a way to open a rift to the Mechanoid homeworldand bring back an avenging army. It hates its association withhumanoids, but is willing to make any sacrifice to advance thegoals of its race — the genocide of all humanoid life.

The predicament is that the practitioner of magic and his otherservants, friends and allies don't know anything about theMechanoids and are convinced that the runner is a gentle D-Bee.They are equally convinced that the player characters are fanaticallunatics out for the blood of innocent alien life forms. Thus, themage and his allies will do everything in their power to protectthe runner. Meanwhile, anybody who knows about theMechanoids will realize that this is a terrible situation, becauseif the runner can ever open a rift to its homeworld it means theoblivion of the humanoids of Earth.

4. Supernatural Influence: A handful of foolish Mechanoids(evil ones or AbMs) befriend a mindolar. They take the foulbeast into their confidence as an ally (it is inhuman after all)and, after a brief while, the supernatural creature takes controlof their minds. The number and variety of Mechanoids controlledby the mindolar is left up to the GM, as are the creature's plans.

Any non-humanoid, supernatural monster may join forces withthe Mechanoids.

5. A case of mistaken identity. Our heroes are actively fight-ing Mechanoids whenever they are encountered and are enjoyinggreat success. Occasionally, they find a group of Mechanoidsdestroyed by somebody else. One night there is the suddeneruption of gunfire near the camp. When the characters arrive,they find the smoking husk of a runner and four bots. Theattacker is nowhere to be seen. From time to time, they findclues that seem to lead them to Mechanoid lairs. They evenreceive an occasional radio message with information aboutMechanoid troop movements and locations from an unidentified"friend" (Hagan).

Eventually, our heroes are confronted by a powerful group ofMechanoids. The aliens are convinced that the heroes, alone,have been delivering havoc to their dwindling numbers.

This Mechanoid force is unusual in that they are extremelypowerful and have high ranking Mechanoids among them. Thisforce includes one brain, three runners, four type one brutes,four exterminators and seeker pods, two wasps, 12 thinmen andtwo weevils. Even more unusual, the aliens have NOT struckout with deadly force. They want to take prisoners and askquestions.

The big question is, "How do you know where we are all thetime? Tell us how you've been able to track our every move!If you cooperate, we will make your death quick and painless.Otherwise you will suffer long and horrible torture before youdie."

The Mechanoids will try to capture as many members of thegroup as possible. A pitched battle may not be ideal at this timeand the player characters may want to stall or surrender, waitingfor a more opportune time to escape or attack. The Mechanoidswill let most of the humanoids keep their body armor, powerarmor and minor weapons. Only obvious and powerful weaponsand robot vehicles will be taken away.

Hagan MAY make an appearance in his armor and/or bot(with his other bots too) to rescue the characters at any point.

This encounter should be the prelude to the big, climactic battlewith the spider fortress.

6. The ultimate showdown! Probably, the final confrontationwill be tracking down and destroying the Mechanoid SpiderFortress and its Troops. Smart characters will have waged a warof attrition, luring squads of Mechanoids to their doom in manysmaller skirmishes to reduce the Mechanoids' numbers. Haganis almost certain to be involved.

A battle at A.R.C.H.I.E.'s base (optional), is possible, butunlikely. Arch can eliminate those Mechanoids himself. Further-more, A.R.C.H.I.E. and Hagan would like to keep their involve-ment in bringing the Mechanoids to Earth their little secret!

Note: Don't forget about the Minions of Splugorth, the Coal-ition, and fanatical cultists for additional conflict and intrigue.

Random MechanoidsEncounters Table01-05 One, lone Tunnel Crawler. There may be other

Mechanoids within 20 miles who might come to its aid (GM' schoice).

06-15 Robot reconnaissance patrol: One weevil and two skim-mers or assault probes.

16-20 1D4 wasps doing a fly-by at Mach speeds. Only a 1-40%chance of noticing humanoids, unless attacked. If attackedthe wasps will fight to the death.

21-25 A type two brute with full weapon options and 1D4 thin-men or runts.

26-32 Mechanoids' low profile reconnaissance team: Oneweevil, two tunnel crawlers, two skimmers, two seeker pods,and two runts.

33-41 Mechanoids' low profile seek & destroy team: Two tunnelcrawlers, two skimmers, two exterminators and seeker pods,four assault probes, and a runt.

42-51 Mechanoids' standard reconnaissance team: One weevil,one seeker pod, one brute (type one), another brute (typetwo), two tunnel crawlers, two skimmers, two runts, and twothinmen.

52-54 1D4 + 2 assault probes and a skimmer.55-65 Mechanoids' standard seek & destroy team: One weevil,

two skimmers, two exterminators and seeker pods, four as-sault probes, two wasps, a type one Brute (with full weaponpackage), a type two brute (with full weapon package) andthree thinmen.

66-72 Mechanoids' high profile, reconnaissance team: Two run-ners, two type one brutes, two exterminators & seeker pods,one wasp, two skimmers, and four thinmen.

73-77 Mechanoids low profile research team (field scientists):One brain or two runners, one brute (type one — no weaponpackage), one exterminator and seeker pod, one skimmer,two runts and four thinmen.

78-80 A type one brute with full weapon package leading eightthinmen.

81-86 Mechanoids' standard strike force & rescue team: Fourwasps, four skimmers, two type one brutes (with full weaponpackage), two type two brutes (with full weapon packages)four exterminators & seeker pods and six thinmen

87-92 Four wasps on patrol. There is a 1-79% likelihood thatthey will spot any humanoids or troop movement and attack.

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93-95 A Mechanoids' repair team enroute: One brute, one oc-topus, two thinmen, and two runts. If they can be followedwithout being discovered, they will lead to an assault teamready to launch an attack on a factory town. If the group isdiscovered, all will fight to the death.

96-00 Mechanoids' high profile research team (field scientists):Three runners, one weevil, one mantis, two wasps, four brutes(either type), two exterminators, two runts and six thinmen.

Random WildernessEncounter Table01-10 Kittani Patrol: Four serpents and two equestrians. They

are likely to be friendly to any creature who's out to destroythe Mechanoids. Impatient with cowards. Looking for action.

11-18 A party of 1D4 + 3 Brodkil demons (see Rifts SourcebookOne, page 115, or substitute another demon or monster) look-ing for trouble.

19-24 Mechanoids' standard strike force: Four wasps, four skim-mers, two type one brutes (with full weapon packages), twotype two brutes (with full weapon packages), four exter-minators & seeker pods and six thinmen.

25-31 Splugorth Slaver and six warrior women looking forslaves. Is likely to attack the player characters.

32-37 Mechanoids' robot reconnaissance patrol: One weevil andtwo skimmers.

38-40 A damaged thinman (or other Mechanoid or bot) separatedfrom its group. The bot is missing its left arm and half itsM.D.C. from the main body. Shoots at any humanoid itencounters. A Splugorth Powerlord and four Overlords.They're here to investigate the Mechanoid threat, but hatehumans and will fight them whenever they are encountered.They will retreat when half have been slain.

41-56 Coalition reconnaissance squad spoiling for a fight. Thesemen hate D-Bees and practitioners of magic as much as any-thing else. 1D4 + 3 soldiers.

57-62 2D4 + 2 fanatical cultists hunting and killing D-bees. Oneis a 1D4 level practitioner of magic.

63-65 A pair of wasps on patrol, will attack and fight to the death!

66-68 2D4 + 3 cowardly, bushwhacking bandits. They will fleein terror if their opponent proves to be too tough. The leaderis a third level, full conversion borg.

69-70 1D4 fury beetles that have been panicked by somethingand attack.

71-74 Mechanoids' standard reconnaissance team: One weevil,one seeker pod, one brute (type one), another brute (typetwo), two tunnel crawlers, two skimmers, two runts, and twothinmen.

75-77 A party of 1D4 + 3 Brodkil demons (see Rifts SourcebookOne, page 115, or substitute another demon or monster) look-ing for trouble.

78-80 Mechanized bandits! Three combat robots (GM's choice),three bandits in power armor (GM's choice), and three banditsin heavy body armor and jet packs.

81-83 1D4 vampires or other supernatural menace!84-87 Two exterminators and seeker pods accompanied by four

assault probes. A type one brute (with full weapon package)and four thinmen will join the fight within four minutes.

88-91 1D4 Shemarrian warriors riding Monst-Rexes. They willdemand the adventurers make a 50 mile (80 km) detour orattack and fight to the death (see Rifts Sourcebook One,page 89-91, or substitute other danger).

92-95 A mated pair of rhino-buffalo who won't tolerate beinginterrupted; attack and fight to the death (see Rifts Sour-cebook One, page 109, or substitute other monster).

96-00 A type two brute with full weapon options or exterminatorand 1D4 thinmen or runts.

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Rifts Coalition O.C.C. Character Sheet

O.C.C. Skills /Lvl.

NAME:____RANK: ____ALIGNMENT:HIT POINTS:LEVEL: ___O.C.C: ___SAVINGS: __

S.D.C.(PhysicaI):EXPERIENCE: _

BLACK MARKET ITEMS:

SKILL BONUS: + ————————SAVE VS. PSI./INS.: + _____

. TRUST/INTIMIDATE: ______DAMAGE BONUS: + ——————STRIKE/PARRY/DODGE BONUS:

. COMA/DEATH , POISON BONUS:CHARM/IMPRESS: _______

.METERS/MINUTE: _______

. I.S.P.: _____

AGE: _______HEIGHT: _____FAMILY ORIGIN:DISPOSITION: _

SEX:___WEIGHT:

TYPE OF ENVIORNMENT:SENTIMENTS TOWARD THE COALITION:

SENTIMENTS TOWARD NON-HUMANS:

Secondary Skills:

O.C.C. Related Skills:

Notes:

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Rifts Magic O.C.C. Character SheetNAME: ____RANK: ____ALIGNMENT:EOT POINTS:LEVEL: ___O.C.C: ___SAVINGS:

S.D.C.(Physical):EXPERIENCE: _

BLACK MARKET ITEMS:.

P.P.E.:

. SKILL BONUS: + ————————————————%

. SAVE VS. PSI./INS.: + ______________

. TRUST/INTIMIDATE: ____________%DAMAGE BONUS: + ———————————————STRIKE/PARRY/DODGE BONUS: + ———————

. COMA/DEATH , POISON BONUS: + __ %/+__

.CHARM/IMPRESS: _______________%

.METERS/MINUTE: ————————————————

. I.S.P.: _____

O.C.C. Skills +% /Lvl. AGE: _______HEIGHT: _____FAMILY ORIGIN:DISPOSITION: _

SEX:___WEIGHT:

TYPE OF ENVIORNMENT: ___________SENTIMENTS TOWARD THE COALITION:

SENTIMENTS TOWARD NON-HUMANS:

Secondary Skills:

O.C.C. Related Skills:

Notes:

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O.C.C. Skills +% /Lvl.

Rifts Fighter O.C.C. Character SheetNAME:____RANK: ____ALIGNMENT:HIT POINTS:LEVEL: ___O.C.C: ___SAVINGS: __

S.D.C.(Physical):EXPERIENCE:

BLACK MARKET ITEMS:.

I.Q.:M.E.:MA.:P.S.:P.P.:P.E.:P.B.:Spd:P.P.E.:

AGE: ______HEIGHT: _____FAMILY ORIGIN:DISPOSITION: _

SKILL BONUS: + _______________SAVE VS. PSI./INS.: + _____________

. TRUST/INTIMIDATE: ____________%

. DAMAGE BONUS: + ——————————————

. STRIKE/PARRY/DODGE BONUS: + ————

. COMA/DEATH , POISON BONUS: + __ %/+.

. CHARM/IMPRESS: _______________METERS/MINUTE: _______________

. I.S.P.: _____

SEX:___WEIGHT:

TYPE OF ENVIORNMENT: _________SENTIMENTS TOWARD THE COALITION:

SENTIMENTS TOWARD NON-HUMANS:

Secondary Skills:

O.C.C. Related Skills:

Notes:

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RIFTS O.C.C. CHARACTER SHEET

O.C.C. Skills +% /Lvl.

NAME:____RANK: ____ALIGNMENT:HIT POINTS:LEVEL: ____O.C.C: __SAVINGS: __

SJ).C.(Physical):EXPERIENCE: _

BLACK MARKET ITEMS:

I.Q.:M.E.:MA.:P.S.:P.P.:P.E.:P.B.:Spd:P.P.E.:

AGE: _______HEIGHT: _____FAMILY ORIGIN:DISPOSITION: _

SKILL BONUS: + ——————————SAVE VS. PSI./INS.: + _______

. TRUST/INTIMIDATE: ________

. DAMAGE BONUS: + ————————STRIKE/PARRY/DODGE BONUS: +

. COMA/DEATH , POISON BONUS: +

. CHARM/IMPRESS: _________

.METERS/MINUTE: —————————

. I.S.P.: _____

SEX:___WEIGHT:

TYPE OF ENVIORNMENT: __________SENTIMENTS TOWARD THE COALITION:

SENTIMENTS TOWARD NON-HUMANS:

Secondary Skills:

O.C.C. Related Skills:

Notes:

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Hand To Hand Robot Combat Robot Combat Vehicle Log EquipmentType:Number of Attacks: ____Damage: -4-

Strike: +Parry: +Dodge: +Roll: +Initiative: +DAMAGES:Piin<-hr

Kick:Jump Kick:FliD:SPECIAL ATTACKS:Knock Out:Critical Strike:Death Blow:SPECIAL SKILLS:Climb %Palm: %Pick Pockets: %Streetwise: %Prowl: %HIT POINTS:S.D.C.:P.P.E.:I.S.P..BODY ARMOR: ( )M.D.C:NOTES:

Type:Number of Attacks:Damage: +Strike: +Parrv: +Dodge: +Roll: +Initiative: 4.

DAMAGES:Punch:Punch:Punch:Kick:Leap Kick:Flip:Tackle:Stomp:SPEED:Land:Flying:Running:M.D.C.:Main Body:Head:Leg(Lft.):Leg(Rt.):Arm(Lft.):Arm(Rt.):NfYTF.S.

Type:Number of

. Type:Attacks: Number of Attacks:

Damage: + Crew:Strike: +Parry: +Dodge: +Roll: +Initiative:DAMAGESPunch:Punch:Punch:Kick:Leap Kick:Flip:Tackle:Stomp:SPEED:Land:Flying:Running:M.D.C.:Main Body:Head:Leg(Lft-):Leg(Rt.):Arm(Lft.):Arm(Rt.):

_ NOTES:

Max. Speed:Max. Ranee:Engine:Length:

+ Weight:: M.D.C.

Main Body:Tires( ):Pil. Comp.:WEAPONS:Laser:Machine Gun:Special:Special:NOTES:

Weapons:Weapon Range Damage Payload

Cybernetics/Bionics:Cybernetic Cost

Psionics: Weapon Proficiencies:

Psionic Range Duration I.S.P Saving Throw: Weapon S P +%/Lvl.

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TM

Psionic Range Duration Saving Throw Damage I.S.P.

•nr

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Character:

Spell Range Duration Saving Throw Damage P.P.E.

-112-

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